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floating_point_conversion.hpp
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/* The code for converting fp11 and fp10 values to fp32 is taken from Mesa:
*
* Copyright (C) 2011 Marek Olšák <[email protected]>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef FLOATING_POINT_CONVERSION_H
#define FLOATING_POINT_CONVERSION_H
#include <stdint.h>
#define UF11_EXPONENT_SHIFT 6
#define UF10_EXPONENT_SHIFT 5
#define F32_INFINITY 0x7f800000
inline static float
uint11ToFLoat(unsigned int val)
{
union {
float f;
uint32_t ui;
} f32;
int exponent = (val & 0x07c0) >> UF11_EXPONENT_SHIFT;
int mantissa = (val & 0x003f);
f32.f = 0.0;
if (exponent == 0) {
if (mantissa != 0) {
const float scale = 1.0 / (1 << 20);
f32.f = scale * mantissa;
}
} else if (exponent == 31) {
f32.ui = F32_INFINITY | mantissa;
} else {
float scale, decimal;
exponent -= 15;
if (exponent < 0) {
scale = 1.0f / (1 << -exponent);
} else {
scale = (float) (1 << exponent);
}
decimal = 1.0f + (float) mantissa / 64;
f32.f = scale * decimal;
}
return f32.f;
}
inline static float
uint10ToFLoat(unsigned int val)
{
union {
float f;
uint32_t ui;
} f32;
int exponent = (val & 0x03e0) >> UF10_EXPONENT_SHIFT;
int mantissa = (val & 0x001f);
f32.f = 0.0;
if (exponent == 0) {
if (mantissa != 0) {
const float scale = 1.0 / (1 << 19);
f32.f = scale * mantissa;
}
} else if (exponent == 31) {
f32.ui = F32_INFINITY | mantissa;
} else {
float scale, decimal;
exponent -= 15;
if (exponent < 0) {
scale = 1.0f / (1 << -exponent);
}
else {
scale = (float) (1 << exponent);
}
decimal = 1.0f + (float) mantissa / 32;
f32.f = scale * decimal;
}
return f32.f;
}
#endif // FLOATING_POINT_CONVERSION_H