#include "pipe/p_compiler.h"
#include "util/u_math.h"
+#include "util/half_float.h"
#ifdef __cplusplus
extern "C" {
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;
- /*
- * 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;
+ return _mesa_float_to_half(f);
}
static inline float