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authorFrancisco Jerez <[email protected]>2019-12-27 14:10:31 -0800
committerFrancisco Jerez <[email protected]>2020-01-10 10:51:58 -0800
commita30bb25a7a495db7b7cb3be50431029f48019fc3 (patch)
tree4923a1c68ab80d427b1b8e3037b84a982ced18b0 /src/gallium
parent8b7a42d6d0b15508940e095642136c53d0c7dcee (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]>
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