commit | 3b9374a3373f1f29f4f6a6762e1cddc9aec78549 | [log] [tgz] |
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author | dongseong.hwang <dongseong.hwang@intel.com> | Mon Jul 25 13:49:40 2016 |
committer | Commit bot <commit-bot@chromium.org> | Mon Jul 25 13:51:22 2016 |
tree | 5e13de41209e64410565e1d8d4ff9b64d9276b5e | |
parent | 4233140d9fb980c68a14bb014128a6df5c02e2d9 [diff] |
gpu, cmaa: avoid == for float in GLSL According to the GLSL spec, GLSL float can represent exact integers between 0 and 2048. However, some drivers might not respect the spec. So use uint for == operator. In detail, 1. GLSL uses IEEE 754 float or half float. https://www.opengl.org/wiki/Data_Type_(GLSL)#Scalars 2. IEEE 754 half float preserves integers between 0 and 2048 exactly represented. https://en.wikipedia.org/wiki/Half-precision_floating-point_format#Precision_limitations_on_integer_values BUG=535198 CQ_INCLUDE_TRYBOTS=master.tryserver.chromium.linux:linux_optional_gpu_tests_rel;master.tryserver.chromium.mac:mac_optional_gpu_tests_rel;master.tryserver.chromium.win:win_optional_gpu_tests_rel Review-Url: https://codereview.chromium.org/2170933002 Cr-Commit-Position: refs/heads/master@{#407466}