From: Zack Rusin Date: Tue, 9 Jul 2013 03:45:55 +0000 (-0400) Subject: util: treat denorm'ed floats like zero X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=63386b2f66a6d450889cd5368bc599beb7f1efbf;p=mesa.git util: treat denorm'ed floats like zero The D3D10 spec is very explicit about treatment of denorm floats and the behavior is exactly the same for them as it would be for -0 or +0. This makes our shading code match that behavior, since OpenGL doesn't care and on a few cpu's it's faster (worst case the same). Float16 conversions will likely break but we'll fix them in a follow up commit. Signed-off-by: Zack Rusin Reviewed-by: Jose Fonseca Reviewed-by: Roland Scheidegger --- diff --git a/src/gallium/auxiliary/draw/draw_pt.c b/src/gallium/auxiliary/draw/draw_pt.c index d2fe0025bfc..ccde371ffcd 100644 --- a/src/gallium/auxiliary/draw/draw_pt.c +++ b/src/gallium/auxiliary/draw/draw_pt.c @@ -459,8 +459,14 @@ draw_vbo(struct draw_context *draw, unsigned instance; unsigned index_limit; unsigned count; + unsigned fpstate = util_fpstate_get(); struct pipe_draw_info resolved_info; + /* Make sure that denorms are treated like zeros. This is + * the behavior required by D3D10. OpenGL doesn't care. + */ + util_fpstate_set_denorms_to_zero(fpstate); + resolve_draw_info(info, &resolved_info); info = &resolved_info; @@ -518,6 +524,7 @@ draw_vbo(struct draw_context *draw, if (index_limit == 0) { /* one of the buffers is too small to do any valid drawing */ debug_warning("draw: VBO too small to draw anything\n"); + util_fpstate_set(fpstate); return; } } @@ -558,4 +565,5 @@ draw_vbo(struct draw_context *draw, if (draw->collect_statistics) { draw->render->pipeline_statistics(draw->render, &draw->statistics); } + util_fpstate_set(fpstate); } diff --git a/src/gallium/auxiliary/gallivm/lp_bld_arit.c b/src/gallium/auxiliary/gallivm/lp_bld_arit.c index 08aec799a33..c006ac537c1 100644 --- a/src/gallium/auxiliary/gallivm/lp_bld_arit.c +++ b/src/gallium/auxiliary/gallivm/lp_bld_arit.c @@ -62,6 +62,7 @@ #include "lp_bld_debug.h" #include "lp_bld_bitarit.h" #include "lp_bld_arit.h" +#include "lp_bld_flow.h" #define EXP_POLY_DEGREE 5 diff --git a/src/gallium/auxiliary/util/u_math.c b/src/gallium/auxiliary/util/u_math.c index 2811475fa00..2487bc74b25 100644 --- a/src/gallium/auxiliary/util/u_math.c +++ b/src/gallium/auxiliary/util/u_math.c @@ -28,6 +28,7 @@ #include "util/u_math.h" +#include "util/u_cpu_detect.h" /** 2^x, for x in [-1.0, 1.0) */ @@ -70,4 +71,59 @@ util_init_math(void) } } +/** + * Fetches the contents of the fpstate (mxcsr on x86) register. + * + * On platforms without support for it just returns 0. + */ +unsigned +util_fpstate_get(void) +{ + unsigned mxcsr = 0; + +#if defined(PIPE_ARCH_X86) || defined(PIPE_ARCH_X86_64) + if (util_cpu_caps.has_sse) { + mxcsr = __builtin_ia32_stmxcsr(); + } +#endif + return mxcsr; +} + +/** + * Make sure that the fp treats the denormalized floating + * point numbers as zero. + * + * This is the behavior required by D3D10. OpenGL doesn't care. + */ +unsigned +util_fpstate_set_denorms_to_zero(unsigned current_mxcsr) +{ +#if defined(PIPE_ARCH_X86) || defined(PIPE_ARCH_X86_64) +#define MXCSR_DAZ (1 << 6) /* Enable denormals are zero mode */ +#define MXCSR_FTZ (1 << 15) /* Enable flush to zero mode */ + if (util_cpu_caps.has_sse) { + current_mxcsr |= MXCSR_FTZ; + if (util_cpu_caps.has_sse3) { + current_mxcsr |= MXCSR_DAZ; + } + util_fpstate_set(current_mxcsr); + } +#endif + return current_mxcsr; +} + +/** + * Set the state of the fpstate (mxcsr on x86) register. + * + * On platforms without support for it's a noop. + */ +void +util_fpstate_set(unsigned mxcsr) +{ +#if defined(PIPE_ARCH_X86) || defined(PIPE_ARCH_X86_64) + if (util_cpu_caps.has_sse) { + __builtin_ia32_ldmxcsr(mxcsr); + } +#endif +} diff --git a/src/gallium/auxiliary/util/u_math.h b/src/gallium/auxiliary/util/u_math.h index 64d16cbe715..bc3948875a9 100644 --- a/src/gallium/auxiliary/util/u_math.h +++ b/src/gallium/auxiliary/util/u_math.h @@ -763,6 +763,13 @@ static INLINE int32_t util_signed_fixed(float value, unsigned frac_bits) return (int32_t)(value * (1<rast; boolean debug = false; + unsigned fpstate = util_fpstate_get(); + + /* Make sure that denorms are treated like zeros. This is + * the behavior required by D3D10. OpenGL doesn't care. + */ + util_fpstate_set_denorms_to_zero(fpstate); while (1) { /* wait for work */ diff --git a/src/gallium/drivers/llvmpipe/lp_test_main.c b/src/gallium/drivers/llvmpipe/lp_test_main.c index 4c610923146..8a896becf53 100644 --- a/src/gallium/drivers/llvmpipe/lp_test_main.c +++ b/src/gallium/drivers/llvmpipe/lp_test_main.c @@ -370,6 +370,11 @@ int main(int argc, char **argv) unsigned i; boolean success; boolean single = FALSE; + unsigned fpstate; + + util_cpu_detect(); + fpstate = util_fpstate_get(); + util_fpstate_set_denorms_to_zero(fpstate); for(i = 1; i < argc; ++i) { if(strcmp(argv[i], "-v") == 0)