<div dir="ltr"><br><div class="gmail_extra"><br><div class="gmail_quote">On Sat, Sep 3, 2016 at 12:46 PM, Matt Turner <span dir="ltr"><<a href="mailto:mattst88@gmail.com" target="_blank">mattst88@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">On Sat, Sep 3, 2016 at 10:42 AM, Jason Ekstrand <<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a>> wrote:<br>
> The result of this calculation goes into an fma() in the shader and we<br>
> would like it to be as precise as possible. The division in particular,<br>
> was a source of inprecision whenever dst1 - dst0 was not a power of two.<br>
> This fixes a bunch of the new Vulkan CTS tests for blitting using a<br>
> filtering of NEAREST.<br>
<br>
<br>
</span>You really need to configure your editor to spell check.<br></blockquote><div><br></div><div>Done.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
s/presision/precision/ in the subject<br>
s/inprecision/imprecision/ in the body<br>
</blockquote></div><br></div><div class="gmail_extra">Thanks. Fixed locally.<br></div></div>