// We currently don't bother to test for more than 1024 levels.
extern float movit_texel_subpixel_precision;
+// Some GPUs use very inaccurate fixed-function circuits for rounding
+// floating-point values to 8-bit outputs, leading to absurdities like
+// the roundoff point between 128 and 129 being 128.62 instead of 128.6.
+// We test, for every integer, x+0.48 and x+0.52 and check that they
+// round the right way (giving some leeway, but not a lot); the number
+// of errors are stored here.
+//
+// If this value is above 0, and you have enabled dithering, we will
+// round off explicitly at the very end of the shader.
+extern int movit_num_wrongly_rounded;
+
// Whether the GPU in use supports GL_EXT_texture_sRGB.
extern bool movit_srgb_textures_supported;