u_dynarray: return 0 on realloc failure and ensure no-op
[mesa.git] / src / util / half_float.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright 2015 Philip Taylor <philip@zaynar.co.uk>
6 * Copyright 2018 Advanced Micro Devices, Inc.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #include <math.h>
28 #include <assert.h>
29 #include "half_float.h"
30 #include "rounding.h"
31 #include "macros.h"
32
33 typedef union { float f; int32_t i; uint32_t u; } fi_type;
34
35 /**
36 * Convert a 4-byte float to a 2-byte half float.
37 *
38 * Not all float32 values can be represented exactly as a float16 value. We
39 * round such intermediate float32 values to the nearest float16. When the
40 * float32 lies exactly between to float16 values, we round to the one with
41 * an even mantissa.
42 *
43 * This rounding behavior has several benefits:
44 * - It has no sign bias.
45 *
46 * - It reproduces the behavior of real hardware: opcode F32TO16 in Intel's
47 * GPU ISA.
48 *
49 * - By reproducing the behavior of the GPU (at least on Intel hardware),
50 * compile-time evaluation of constant packHalf2x16 GLSL expressions will
51 * result in the same value as if the expression were executed on the GPU.
52 */
53 uint16_t
54 _mesa_float_to_half(float val)
55 {
56 const fi_type fi = {val};
57 const int flt_m = fi.i & 0x7fffff;
58 const int flt_e = (fi.i >> 23) & 0xff;
59 const int flt_s = (fi.i >> 31) & 0x1;
60 int s, e, m = 0;
61 uint16_t result;
62
63 /* sign bit */
64 s = flt_s;
65
66 /* handle special cases */
67 if ((flt_e == 0) && (flt_m == 0)) {
68 /* zero */
69 /* m = 0; - already set */
70 e = 0;
71 }
72 else if ((flt_e == 0) && (flt_m != 0)) {
73 /* denorm -- denorm float maps to 0 half */
74 /* m = 0; - already set */
75 e = 0;
76 }
77 else if ((flt_e == 0xff) && (flt_m == 0)) {
78 /* infinity */
79 /* m = 0; - already set */
80 e = 31;
81 }
82 else if ((flt_e == 0xff) && (flt_m != 0)) {
83 /* NaN */
84 m = 1;
85 e = 31;
86 }
87 else {
88 /* regular number */
89 const int new_exp = flt_e - 127;
90 if (new_exp < -14) {
91 /* The float32 lies in the range (0.0, min_normal16) and is rounded
92 * to a nearby float16 value. The result will be either zero, subnormal,
93 * or normal.
94 */
95 e = 0;
96 m = _mesa_lroundevenf((1 << 24) * fabsf(fi.f));
97 }
98 else if (new_exp > 15) {
99 /* map this value to infinity */
100 /* m = 0; - already set */
101 e = 31;
102 }
103 else {
104 /* The float32 lies in the range
105 * [min_normal16, max_normal16 + max_step16)
106 * and is rounded to a nearby float16 value. The result will be
107 * either normal or infinite.
108 */
109 e = new_exp + 15;
110 m = _mesa_lroundevenf(flt_m / (float) (1 << 13));
111 }
112 }
113
114 assert(0 <= m && m <= 1024);
115 if (m == 1024) {
116 /* The float32 was rounded upwards into the range of the next exponent,
117 * so bump the exponent. This correctly handles the case where f32
118 * should be rounded up to float16 infinity.
119 */
120 ++e;
121 m = 0;
122 }
123
124 result = (s << 15) | (e << 10) | m;
125 return result;
126 }
127
128
129 /**
130 * Convert a 2-byte half float to a 4-byte float.
131 * Based on code from:
132 * http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/008786.html
133 */
134 float
135 _mesa_half_to_float(uint16_t val)
136 {
137 /* XXX could also use a 64K-entry lookup table */
138 const int m = val & 0x3ff;
139 const int e = (val >> 10) & 0x1f;
140 const int s = (val >> 15) & 0x1;
141 int flt_m, flt_e, flt_s;
142 fi_type fi;
143 float result;
144
145 /* sign bit */
146 flt_s = s;
147
148 /* handle special cases */
149 if ((e == 0) && (m == 0)) {
150 /* zero */
151 flt_m = 0;
152 flt_e = 0;
153 }
154 else if ((e == 0) && (m != 0)) {
155 /* denorm -- denorm half will fit in non-denorm single */
156 const float half_denorm = 1.0f / 16384.0f; /* 2^-14 */
157 float mantissa = ((float) (m)) / 1024.0f;
158 float sign = s ? -1.0f : 1.0f;
159 return sign * mantissa * half_denorm;
160 }
161 else if ((e == 31) && (m == 0)) {
162 /* infinity */
163 flt_e = 0xff;
164 flt_m = 0;
165 }
166 else if ((e == 31) && (m != 0)) {
167 /* NaN */
168 flt_e = 0xff;
169 flt_m = 1;
170 }
171 else {
172 /* regular */
173 flt_e = e + 112;
174 flt_m = m << 13;
175 }
176
177 fi.i = (flt_s << 31) | (flt_e << 23) | flt_m;
178 result = fi.f;
179 return result;
180 }
181
182 /**
183 * Convert 0.0 to 0x00, 1.0 to 0xff.
184 * Values outside the range [0.0, 1.0] will give undefined results.
185 */
186 uint8_t _mesa_half_to_unorm8(uint16_t val)
187 {
188 const int m = val & 0x3ff;
189 const int e = (val >> 10) & 0x1f;
190 MAYBE_UNUSED const int s = (val >> 15) & 0x1;
191
192 /* v = round_to_nearest(1.mmmmmmmmmm * 2^(e-15) * 255)
193 * = round_to_nearest((1.mmmmmmmmmm * 255) * 2^(e-15))
194 * = round_to_nearest((1mmmmmmmmmm * 255) * 2^(e-25))
195 * = round_to_zero((1mmmmmmmmmm * 255) * 2^(e-25) + 0.5)
196 * = round_to_zero(((1mmmmmmmmmm * 255) * 2^(e-24) + 1) / 2)
197 *
198 * This happens to give the correct answer for zero/subnormals too
199 */
200 assert(s == 0 && val <= FP16_ONE); /* check 0 <= this <= 1 */
201 /* (implies e <= 15, which means the bit-shifts below are safe) */
202
203 uint32_t v = ((1 << 10) | m) * 255;
204 v = ((v >> (24 - e)) + 1) >> 1;
205 return v;
206 }
207
208 /**
209 * Takes a uint16_t, divides by 65536, converts the infinite-precision
210 * result to fp16 with round-to-zero. Used by the ASTC decoder.
211 */
212 uint16_t _mesa_uint16_div_64k_to_half(uint16_t v)
213 {
214 /* Zero or subnormal. Set the mantissa to (v << 8) and return. */
215 if (v < 4)
216 return v << 8;
217
218 /* Count the leading 0s in the uint16_t */
219 #ifdef HAVE___BUILTIN_CLZ
220 int n = __builtin_clz(v) - 16;
221 #else
222 int n = 16;
223 for (int i = 15; i >= 0; i--) {
224 if (v & (1 << i)) {
225 n = 15 - i;
226 break;
227 }
228 }
229 #endif
230
231 /* Shift the mantissa up so bit 16 is the hidden 1 bit,
232 * mask it off, then shift back down to 10 bits
233 */
234 int m = ( ((uint32_t)v << (n + 1)) & 0xffff ) >> 6;
235
236 /* (0{n} 1 X{15-n}) * 2^-16
237 * = 1.X * 2^(15-n-16)
238 * = 1.X * 2^(14-n - 15)
239 * which is the FP16 form with e = 14 - n
240 */
241 int e = 14 - n;
242
243 assert(e >= 1 && e <= 30);
244 assert(m >= 0 && m < 0x400);
245
246 return (e << 10) | m;
247 }