[Bug 89634] New: dEQP-GLES3: sin, cos, tan do not have enough precision
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Mar 18 00:02:49 PDT 2015
https://bugs.freedesktop.org/show_bug.cgi?id=89634
Bug ID: 89634
Summary: dEQP-GLES3: sin, cos, tan do not have enough precision
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: Drivers/DRI/i965
Assignee: idr at freedesktop.org
Reporter: itoral at igalia.com
QA Contact: intel-3d-bugs at lists.freedesktop.org
List of affected tests:
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_vertex.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_vertex.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_vertex.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_vertex.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_fragment.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_fragment.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_fragment.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.mediump_fragment.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_vertex.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_vertex.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_vertex.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_vertex.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_fragment.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_fragment.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_fragment.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.sin.highp_fragment.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_vertex.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_vertex.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_vertex.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_vertex.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_fragment.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_fragment.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_fragment.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.mediump_fragment.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_vertex.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_vertex.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_vertex.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_vertex.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_fragment.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_fragment.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_fragment.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.cos.highp_fragment.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_vertex.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_vertex.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_vertex.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_vertex.vec4
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_fragment.scalar
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_fragment.vec2
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_fragment.vec3
dEQP-GLES3.functional.shaders.builtin_functions.precision.tan.mediump_fragment.vec4
The GLES3 specs say that trigonometric functions do not have a defined
precision, so I wonder if these tests are valid at all. However, it is true
that for large enough angles the results have so much error that they are
completely bogus. This can probably be fixed in software by rounding input
angles to 0..2PI for example, but I woder if we want to take the cost of that
considering that the precision error only becomes big enough for very large
values of the input angle.
There was a brief discussion on the mailing list about this topic:
http://lists.freedesktop.org/archives/mesa-dev/2014-December/072429.html
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