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author | Francisco Jerez <[email protected]> | 2019-12-27 14:10:31 -0800 |
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committer | Francisco Jerez <[email protected]> | 2020-01-10 10:51:58 -0800 |
commit | a30bb25a7a495db7b7cb3be50431029f48019fc3 (patch) | |
tree | 4923a1c68ab80d427b1b8e3037b84a982ced18b0 /src/compiler | |
parent | 8b7a42d6d0b15508940e095642136c53d0c7dcee (diff) |
glsl: Fix software 64-bit integer to 32-bit float conversions.
The current implementation was broken for any integers between 2^24
and 2^30 (it would return zero for me on ICL). The reason is that for
such integers we wouldn't take the 'if (0 <= shiftCount)' early return
path, however 'shiftCount + 7' would be positive, leading to a
negative 'count' argument passed to __shift64RightJamming(), which
would give undefined results.
This reworks the affected conversion functions to use either
__shortShift64Left() or __shift64RightJamming() based on the sign of
the final shift count, which should avoid the problem. In addition
this should qualify as a clean-up/optimization -- This implementation
of the conversion functions translates to 7 instructions less than the
original on Intel hardware.
This fixes the 'KHR-GL46.shader_ballot_tests.ShaderBallotFunctionBallot'
conformance tests on soft fp64 hardware with large enough subgroup
size (>16).
Fixes: d5cf6e92b4f7 "glsl: Add built-in functions to do uint64_to_fp32(uint64_t)"
Fixes: c9d333a6b76e "glsl: Add built-in functions to do int64_to_fp32(int64_t)"
Cc: Sagar Ghuge <[email protected]>
Reviewed-by: Sagar Ghuge <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/float64.glsl | 36 |
1 files changed, 14 insertions, 22 deletions
diff --git a/src/compiler/glsl/float64.glsl b/src/compiler/glsl/float64.glsl index 0433d925a39..5f201c8f725 100644 --- a/src/compiler/glsl/float64.glsl +++ b/src/compiler/glsl/float64.glsl @@ -1299,43 +1299,35 @@ __fp64_to_fp32(uint64_t __a) float __uint64_to_fp32(uint64_t __a) { - uint zFrac = 0u; uvec2 aFrac = unpackUint2x32(__a); - int shiftCount = __countLeadingZeros32(mix(aFrac.y, aFrac.x, aFrac.y == 0u)); - shiftCount -= mix(40, 8, aFrac.y == 0u); + int shiftCount = mix(__countLeadingZeros32(aFrac.y) - 33, + __countLeadingZeros32(aFrac.x) - 1, + aFrac.y == 0u); - if (0 <= shiftCount) { + if (0 <= shiftCount) __shortShift64Left(aFrac.y, aFrac.x, shiftCount, aFrac.y, aFrac.x); - bool is_zero = (aFrac.y | aFrac.x) == 0u; - return mix(__packFloat32(0u, 0x95 - shiftCount, aFrac.x), 0, is_zero); - } + else + __shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x); - shiftCount += 7; - __shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x); - zFrac = mix(aFrac.x<<shiftCount, aFrac.x, shiftCount < 0); - return __roundAndPackFloat32(0u, 0x9C - shiftCount, zFrac); + return __roundAndPackFloat32(0u, 0x9C - shiftCount, aFrac.x); } float __int64_to_fp32(int64_t __a) { - uint zFrac = 0u; uint aSign = uint(__a < 0); uint64_t absA = mix(uint64_t(__a), uint64_t(-__a), __a < 0); uvec2 aFrac = unpackUint2x32(absA); - int shiftCount = __countLeadingZeros32(mix(aFrac.y, aFrac.x, aFrac.y == 0u)); - shiftCount -= mix(40, 8, aFrac.y == 0u); + int shiftCount = mix(__countLeadingZeros32(aFrac.y) - 33, + __countLeadingZeros32(aFrac.x) - 1, + aFrac.y == 0u); - if (0 <= shiftCount) { + if (0 <= shiftCount) __shortShift64Left(aFrac.y, aFrac.x, shiftCount, aFrac.y, aFrac.x); - bool is_zero = (aFrac.y | aFrac.x) == 0u; - return mix(__packFloat32(aSign, 0x95 - shiftCount, aFrac.x), 0, absA == 0u); - } + else + __shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x); - shiftCount += 7; - __shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x); - zFrac = mix(aFrac.x<<shiftCount, aFrac.x, shiftCount < 0); - return __roundAndPackFloat32(aSign, 0x9C - shiftCount, zFrac); + return __roundAndPackFloat32(aSign, 0x9C - shiftCount, aFrac.x); } /* Returns the result of converting the single-precision floating-point value |