-static INLINE uint16_t
-util_floatui_to_half(uint32_t v)
-{
- unsigned signexp = v >> 23;
- return util_float_to_half_base_table[signexp] + ((v & 0x007fffff) >> util_float_to_half_shift_table[signexp]);
+ 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;
+ /*
+ * XXX: The magic mul relies on denorms being available, otherwise
+ * all f16 denorms get flushed to zero - hence when this is used
+ * for tgsi_exec in softpipe we won't get f16 denorms.
+ */
+ /*
+ * 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;