[Mesa-dev] [Bug 107089] [GLSL] "Multiplication by zero" optimization for floating point expression should be skipped

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Jul 2 22:49:17 UTC 2018


--- Comment #3 from Ian Romanick <idr at freedesktop.org> ---
Basically, unless you use precise, it's like compiling -ffast-math.  A lot of
apps go to lengths to avoid the possibility of generating Inf or NaN in shaders
due the the problems that they cause.

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