/************************************************************************** * * Copyright 2010 Luca Barbieri * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #ifndef U_HALF_H #define U_HALF_H #include "pipe/p_compiler.h" #include "util/u_math.h" #ifdef __cplusplus extern "C" { #endif /* * References for float <-> half conversions * * http://fgiesen.wordpress.com/2012/03/28/half-to-float-done-quic/ * https://gist.github.com/2156668 * https://gist.github.com/2144712 */ static INLINE uint16_t util_float_to_half(float f) { uint32_t sign_mask = 0x80000000; uint32_t round_mask = ~0xfff; uint32_t f32inf = 0xff << 23; uint32_t f16inf = 0x1f << 23; uint32_t sign; union fi magic; union fi f32; uint16_t f16; magic.ui = 0xf << 23; f32.f = f; /* Sign */ sign = f32.ui & sign_mask; f32.ui ^= sign; if (f32.ui == f32inf) { /* Inf */ f16 = 0x7c00; } else if (f32.ui > f32inf) { /* NaN */ f16 = 0x7e00; } else { /* Number */ f32.ui &= round_mask; f32.f *= magic.f; f32.ui -= round_mask; /* * Clamp to max finite value if overflowed. * OpenGL has completely undefined rounding behavior for float to * half-float conversions, and this matches what is mandated for float * to fp11/fp10, which recommend round-to-nearest-finite too. * (d3d10 is deeply unhappy about flushing such values to infinity, and * while it also mandates round-to-zero it doesn't care nearly as much * about that.) */ if (f32.ui > f16inf) f32.ui = f16inf - 1; f16 = f32.ui >> 13; } /* Sign */ f16 |= sign >> 16; return f16; } static INLINE float util_half_to_float(uint16_t f16) { union fi infnan; union fi magic; union fi f32; infnan.ui = 0x8f << 23; infnan.f = 65536.0f; magic.ui = 0xef << 23; /* Exponent / Mantissa */ f32.ui = (f16 & 0x7fff) << 13; /* Adjust */ f32.f *= magic.f; /* Inf / NaN */ if (f32.f >= infnan.f) f32.ui |= 0xff << 23; /* Sign */ f32.ui |= (f16 & 0x8000) << 16; return f32.f; } #ifdef __cplusplus } #endif #endif /* U_HALF_H */