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mesa: for OPCODE_LIT, use _mesa_pow() instead of exp() and log()
author
Brian Paul
<brianp@vmware.com>
Fri, 3 Apr 2009 16:29:11 +0000
(10:29 -0600)
committer
Brian Paul
<brianp@vmware.com>
Fri, 3 Apr 2009 17:06:27 +0000
(11:06 -0600)
Also, s/pow/_mesa_pow/
src/mesa/shader/prog_execute.c
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diff --git
a/src/mesa/shader/prog_execute.c
b/src/mesa/shader/prog_execute.c
index 0bc8d5f6a79a5f115f8c1fe5c2305c25ddf81000..bdac1d4f8a64312f19c9630a01a596ce116118d3 100644
(file)
--- a/
src/mesa/shader/prog_execute.c
+++ b/
src/mesa/shader/prog_execute.c
@@
-836,7
+836,7
@@
_mesa_execute_program(GLcontext * ctx,
* result.z = result.x * APPX(result.y)
* We do what the ARB extension says.
*/
- q[2] = (GLfloat) pow(2.0, t[0]);
+ q[2] = (GLfloat)
_mesa_
pow(2.0, t[0]);
}
q[1] = t[0] - floor_t0;
q[3] = 1.0F;
@@
-949,7
+949,7
@@
_mesa_execute_program(GLcontext * ctx,
if (a[1] == 0.0 && a[3] == 0.0)
result[2] = 1.0;
else
- result[2] =
EXPF(a[3] * LOGF(a[1])
);
+ result[2] =
(GLfloat) _mesa_pow(a[1], a[3]
);
}
else {
result[2] = 0.0;