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authorDave Airlie <[email protected]>2015-10-15 05:07:40 +0100
committerDave Airlie <[email protected]>2016-01-11 02:27:51 +0000
commita9eace326ece7496109a8e2a55aae8fc802e89d8 (patch)
treeaf391221f728469eff4593724f1ff15f939807a7
parent124c9c2b977013f540f417d5dd102775ad02c77d (diff)
mesa/uniform_query: add IROUNDD and use for doubles->ints (v2)
For the case where we convert a double to an int, we should round the same as we do for floats. This fixes GL41-CTS.gpu_shader_fp64.state_query v2: add IROUNDD (Ilia) Reviewed-by: Ilia Mirkin <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
-rw-r--r--src/mesa/main/imports.h7
-rw-r--r--src/mesa/main/uniform_query.cpp2
2 files changed, 8 insertions, 1 deletions
diff --git a/src/mesa/main/imports.h b/src/mesa/main/imports.h
index 042147fd8bb..ad7af5c1d8c 100644
--- a/src/mesa/main/imports.h
+++ b/src/mesa/main/imports.h
@@ -151,6 +151,13 @@ static inline int IROUND(float f)
return (int) ((f >= 0.0F) ? (f + 0.5F) : (f - 0.5F));
}
+/**
+ * Convert double to int by rounding to nearest integer, away from zero.
+ */
+static inline int IROUNDD(double d)
+{
+ return (int) ((d >= 0.0) ? (d + 0.5) : (d - 0.5));
+}
/**
* Convert float to int64 by rounding to nearest integer.
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index b2ac65fd68f..766a465cb11 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -437,7 +437,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
dst[didx].i = src[sidx].i ? 1 : 0;
break;
case GLSL_TYPE_DOUBLE:
- dst[didx].i = *(double *)&src[sidx].f;
+ dst[didx].i = IROUNDD(*(double *)&src[sidx].f);
break;
default:
assert(!"Should not get here.");