From a30bb25a7a495db7b7cb3be50431029f48019fc3 Mon Sep 17 00:00:00 2001 From: Francisco Jerez Date: Fri, 27 Dec 2019 14:10:31 -0800 Subject: [PATCH] glsl: Fix software 64-bit integer to 32-bit float conversions. The current implementation was broken for any integers between 2^24 and 2^30 (it would return zero for me on ICL). The reason is that for such integers we wouldn't take the 'if (0 <= shiftCount)' early return path, however 'shiftCount + 7' would be positive, leading to a negative 'count' argument passed to __shift64RightJamming(), which would give undefined results. This reworks the affected conversion functions to use either __shortShift64Left() or __shift64RightJamming() based on the sign of the final shift count, which should avoid the problem. In addition this should qualify as a clean-up/optimization -- This implementation of the conversion functions translates to 7 instructions less than the original on Intel hardware. This fixes the 'KHR-GL46.shader_ballot_tests.ShaderBallotFunctionBallot' conformance tests on soft fp64 hardware with large enough subgroup size (>16). Fixes: d5cf6e92b4f7 "glsl: Add built-in functions to do uint64_to_fp32(uint64_t)" Fixes: c9d333a6b76e "glsl: Add built-in functions to do int64_to_fp32(int64_t)" Cc: Sagar Ghuge Reviewed-by: Sagar Ghuge --- src/compiler/glsl/float64.glsl | 36 +++++++++++++--------------------- 1 file changed, 14 insertions(+), 22 deletions(-) diff --git a/src/compiler/glsl/float64.glsl b/src/compiler/glsl/float64.glsl index 0433d925a39..5f201c8f725 100644 --- a/src/compiler/glsl/float64.glsl +++ b/src/compiler/glsl/float64.glsl @@ -1299,43 +1299,35 @@ __fp64_to_fp32(uint64_t __a) float __uint64_to_fp32(uint64_t __a) { - uint zFrac = 0u; uvec2 aFrac = unpackUint2x32(__a); - int shiftCount = __countLeadingZeros32(mix(aFrac.y, aFrac.x, aFrac.y == 0u)); - shiftCount -= mix(40, 8, aFrac.y == 0u); + int shiftCount = mix(__countLeadingZeros32(aFrac.y) - 33, + __countLeadingZeros32(aFrac.x) - 1, + aFrac.y == 0u); - if (0 <= shiftCount) { + if (0 <= shiftCount) __shortShift64Left(aFrac.y, aFrac.x, shiftCount, aFrac.y, aFrac.x); - bool is_zero = (aFrac.y | aFrac.x) == 0u; - return mix(__packFloat32(0u, 0x95 - shiftCount, aFrac.x), 0, is_zero); - } + else + __shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x); - shiftCount += 7; - __shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x); - zFrac = mix(aFrac.x<