2 * Mesa 3-D graphics library
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.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
29 #include "half_float.h"
30 #include "util/u_half.h"
34 typedef union { float f
; int32_t i
; uint32_t u
; } fi_type
;
37 * Convert a 4-byte float to a 2-byte half float.
39 * Not all float32 values can be represented exactly as a float16 value. We
40 * round such intermediate float32 values to the nearest float16. When the
41 * float32 lies exactly between to float16 values, we round to the one with
44 * This rounding behavior has several benefits:
45 * - It has no sign bias.
47 * - It reproduces the behavior of real hardware: opcode F32TO16 in Intel's
50 * - By reproducing the behavior of the GPU (at least on Intel hardware),
51 * compile-time evaluation of constant packHalf2x16 GLSL expressions will
52 * result in the same value as if the expression were executed on the GPU.
55 _mesa_float_to_half(float val
)
57 const fi_type fi
= {val
};
58 const int flt_m
= fi
.i
& 0x7fffff;
59 const int flt_e
= (fi
.i
>> 23) & 0xff;
60 const int flt_s
= (fi
.i
>> 31) & 0x1;
67 /* handle special cases */
68 if ((flt_e
== 0) && (flt_m
== 0)) {
70 /* m = 0; - already set */
73 else if ((flt_e
== 0) && (flt_m
!= 0)) {
74 /* denorm -- denorm float maps to 0 half */
75 /* m = 0; - already set */
78 else if ((flt_e
== 0xff) && (flt_m
== 0)) {
80 /* m = 0; - already set */
83 else if ((flt_e
== 0xff) && (flt_m
!= 0)) {
90 const int new_exp
= flt_e
- 127;
92 /* The float32 lies in the range (0.0, min_normal16) and is rounded
93 * to a nearby float16 value. The result will be either zero, subnormal,
97 m
= _mesa_lroundevenf((1 << 24) * fabsf(fi
.f
));
99 else if (new_exp
> 15) {
100 /* map this value to infinity */
101 /* m = 0; - already set */
105 /* The float32 lies in the range
106 * [min_normal16, max_normal16 + max_step16)
107 * and is rounded to a nearby float16 value. The result will be
108 * either normal or infinite.
111 m
= _mesa_lroundevenf(flt_m
/ (float) (1 << 13));
115 assert(0 <= m
&& m
<= 1024);
117 /* The float32 was rounded upwards into the range of the next exponent,
118 * so bump the exponent. This correctly handles the case where f32
119 * should be rounded up to float16 infinity.
125 result
= (s
<< 15) | (e
<< 10) | m
;
131 * Convert a 2-byte half float to a 4-byte float.
132 * Based on code from:
133 * http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/008786.html
136 _mesa_half_to_float(uint16_t val
)
138 return util_half_to_float(val
);
142 * Convert 0.0 to 0x00, 1.0 to 0xff.
143 * Values outside the range [0.0, 1.0] will give undefined results.
145 uint8_t _mesa_half_to_unorm8(uint16_t val
)
147 const int m
= val
& 0x3ff;
148 const int e
= (val
>> 10) & 0x1f;
149 ASSERTED
const int s
= (val
>> 15) & 0x1;
151 /* v = round_to_nearest(1.mmmmmmmmmm * 2^(e-15) * 255)
152 * = round_to_nearest((1.mmmmmmmmmm * 255) * 2^(e-15))
153 * = round_to_nearest((1mmmmmmmmmm * 255) * 2^(e-25))
154 * = round_to_zero((1mmmmmmmmmm * 255) * 2^(e-25) + 0.5)
155 * = round_to_zero(((1mmmmmmmmmm * 255) * 2^(e-24) + 1) / 2)
157 * This happens to give the correct answer for zero/subnormals too
159 assert(s
== 0 && val
<= FP16_ONE
); /* check 0 <= this <= 1 */
160 /* (implies e <= 15, which means the bit-shifts below are safe) */
162 uint32_t v
= ((1 << 10) | m
) * 255;
163 v
= ((v
>> (24 - e
)) + 1) >> 1;
168 * Takes a uint16_t, divides by 65536, converts the infinite-precision
169 * result to fp16 with round-to-zero. Used by the ASTC decoder.
171 uint16_t _mesa_uint16_div_64k_to_half(uint16_t v
)
173 /* Zero or subnormal. Set the mantissa to (v << 8) and return. */
177 /* Count the leading 0s in the uint16_t */
178 #ifdef HAVE___BUILTIN_CLZ
179 int n
= __builtin_clz(v
) - 16;
182 for (int i
= 15; i
>= 0; i
--) {
190 /* Shift the mantissa up so bit 16 is the hidden 1 bit,
191 * mask it off, then shift back down to 10 bits
193 int m
= ( ((uint32_t)v
<< (n
+ 1)) & 0xffff ) >> 6;
195 /* (0{n} 1 X{15-n}) * 2^-16
196 * = 1.X * 2^(15-n-16)
197 * = 1.X * 2^(14-n - 15)
198 * which is the FP16 form with e = 14 - n
202 assert(e
>= 1 && e
<= 30);
203 assert(m
>= 0 && m
< 0x400);
205 return (e
<< 10) | m
;