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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [regression][hang] Trine1EE hangs GPU after loading screen on Mesa3D-17.3 and later"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105670#c12">Comment # 12</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [regression][hang] Trine1EE hangs GPU after loading screen on Mesa3D-17.3 and later"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105670">bug 105670</a>
from <span class="vcard"><a class="email" href="mailto:iive@yahoo.com" title="iive@yahoo.com">iive@yahoo.com</a>
</span></b>
<pre>(In reply to Gert Wollny from <a href="show_bug.cgi?id=105670#c11">comment #11</a>)
<span class="quote">> The if statement can be be true because
> which means at this point R3.w can be zero.</span >
But that's the point in my initial question.
When R3.w=0.0, will "if(+0.0 != -0.0)" be true of false, because float points
do have 2 different zeroes - positive and negative one, and both zero floats do
have different binary representation aka +0.0 = 0x00000000; -0.0 = 0x80000000.
My question is more of the lines: are shader float point operations always IEEE
complaint, and is it guaranteed that (+0.0 == -0.0) is true for all their
implementations.
(For example, SSE float operations sometimes deviate from IEEE for speed
reasons.)</pre>
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