[Piglit] [PATCH 1/3] arb_gpu_shader_fp64: add glsl algebraic tests

Tapani Pälli tapani.palli at intel.com
Thu Feb 12 00:31:54 PST 2015



On 02/12/2015 06:08 AM, Dave Airlie wrote:
> On 21 August 2014 at 22:55, Tapani <tapani.palli at intel.com> wrote:
>> On 08/21/2014 03:50 PM, Ilia Mirkin wrote:
>>>
>>> On Thu, Aug 21, 2014 at 1:00 AM, Tapani <tapani.palli at intel.com> wrote:
>>>>
>>>> On 08/21/2014 07:21 AM, Chris Forbes wrote:
>>>>>
>>>>> With that fixed, does it pass on fglrx?
>>>>
>>>>
>>>> I can only try that tomorrow but I believe it might still fail (unless we
>>>> allow some fuzziness in results). All the double div calculations seemed
>>>> to
>>>> have some issues, result for example for red channel 1.0 / 2.0 was not
>>>> 0.5
>>>> but 0.500312 (don't remember the exact digits) so not quite the correct
>>>> answer but almost there. Same was for blue which resulted in
>>>> 0.250022<something>.
>>>
>>> That's fine -- the results are going into a texture that can't
>>> represent these things with infinite (or even double) precision.
>>
>>
>> Ah right, then it should be ok.
>>
>>> FWIW all these tests pass except the div one on nvc0 as well, which
>>> seems to be due to a TGSI bug. (It's using 0.6 as the immediate for
>>> the 4th component instead of 1.0.)
>>
>>
>> This is good to know, I'll try to run these with nvidia as well when I get a
>> chance.
>>
>
> What's the status on these tests? I keep rebasing them in my tree quite often.

Oops, seems like I have forgotten about these. I will fix the error 
pointed by Chris and make div test to use distance() and send again.

> Dave.
>

// Tapani


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