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d3dretrace: Add support for half float formats
Use MESA half-float to float conversion function. Mesa uses MIT compatibel license which should fit apitrace license. Copyright header remains untouched. Signed-off-by: Patrick Rudolph <[email protected]>
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/************************************************************************** | ||
* | ||
* Copyright 2010 Luca Barbieri | ||
* | ||
* 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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. | ||
* | ||
**************************************************************************/ | ||
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#ifndef U_HALF_H | ||
#define U_HALF_H | ||
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#ifdef __cplusplus | ||
extern "C" { | ||
#endif | ||
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union fi { | ||
float f; | ||
int32_t i; | ||
uint32_t ui; | ||
}; | ||
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/* | ||
* References for float <-> half conversions | ||
* | ||
* http://fgiesen.wordpress.com/2012/03/28/half-to-float-done-quic/ | ||
* https://gist.github.com/2156668 | ||
* https://gist.github.com/2144712 | ||
*/ | ||
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static inline uint16_t | ||
util_float_to_half(float f) | ||
{ | ||
uint32_t sign_mask = 0x80000000; | ||
uint32_t round_mask = ~0xfff; | ||
uint32_t f32inf = 0xff << 23; | ||
uint32_t f16inf = 0x1f << 23; | ||
uint32_t sign; | ||
union fi magic; | ||
union fi f32; | ||
uint16_t f16; | ||
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magic.ui = 0xf << 23; | ||
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f32.f = f; | ||
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/* Sign */ | ||
sign = f32.ui & sign_mask; | ||
f32.ui ^= sign; | ||
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if (f32.ui == f32inf) { | ||
/* Inf */ | ||
f16 = 0x7c00; | ||
} else if (f32.ui > f32inf) { | ||
/* NaN */ | ||
f16 = 0x7e00; | ||
} else { | ||
/* Number */ | ||
f32.ui &= round_mask; | ||
f32.f *= magic.f; | ||
f32.ui -= round_mask; | ||
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/* | ||
* Clamp to max finite value if overflowed. | ||
* OpenGL has completely undefined rounding behavior for float to | ||
* half-float conversions, and this matches what is mandated for float | ||
* to fp11/fp10, which recommend round-to-nearest-finite too. | ||
* (d3d10 is deeply unhappy about flushing such values to infinity, and | ||
* while it also mandates round-to-zero it doesn't care nearly as much | ||
* about that.) | ||
*/ | ||
if (f32.ui > f16inf) | ||
f32.ui = f16inf - 1; | ||
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f16 = f32.ui >> 13; | ||
} | ||
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/* Sign */ | ||
f16 |= sign >> 16; | ||
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return f16; | ||
} | ||
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static inline float | ||
util_half_to_float(uint16_t f16) | ||
{ | ||
union fi infnan; | ||
union fi magic; | ||
union fi f32; | ||
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infnan.ui = 0x8f << 23; | ||
infnan.f = 65536.0f; | ||
magic.ui = 0xef << 23; | ||
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/* Exponent / Mantissa */ | ||
f32.ui = (f16 & 0x7fff) << 13; | ||
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/* Adjust */ | ||
f32.f *= magic.f; | ||
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/* Inf / NaN */ | ||
if (f32.f >= infnan.f) | ||
f32.ui |= 0xff << 23; | ||
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/* Sign */ | ||
f32.ui |= (f16 & 0x8000) << 16; | ||
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return f32.f; | ||
} | ||
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#ifdef __cplusplus | ||
} | ||
#endif | ||
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#endif /* U_HALF_H */ |
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