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authorChad Versace <[email protected]>2013-01-16 19:49:40 -0800
committerChad Versace <[email protected]>2013-01-24 21:24:07 -0800
commiteac030e38e3cdd4ed4534516e3d3a50c8a372719 (patch)
tree29b81f500914cd9371e10625809f4286048b6a96 /src/mesa/main/imports.c
parent1fafd008392d5240dc36d0c72978cef62e21b4b1 (diff)
mesa,glsl: Move round_to_even() from glsl to mesa/main (v2)
Move round_to_even's definition to mesa/main so that _mesa_float_to_half() can use it in order to eliminate rounding bias. In additon to moving the fuction definition, prefix its name with "_mesa", just as all other functions in mesa/main are prefixed. v2: Fix Android build. Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Chad Versace <[email protected]>
Diffstat (limited to 'src/mesa/main/imports.c')
-rw-r--r--src/mesa/main/imports.c20
1 files changed, 20 insertions, 0 deletions
diff --git a/src/mesa/main/imports.c b/src/mesa/main/imports.c
index 76f835e0ec3..26c91dce535 100644
--- a/src/mesa/main/imports.c
+++ b/src/mesa/main/imports.c
@@ -314,6 +314,26 @@ _mesa_bitcount_64(uint64_t n)
#endif
+/* Using C99 rounding functions for roundToEven() implementation is
+ * difficult, because round(), rint, and nearbyint() are affected by
+ * fesetenv(), which the application may have done for its own
+ * purposes. Mesa's IROUND macro is close to what we want, but it
+ * rounds away from 0 on n + 0.5.
+ */
+int
+_mesa_round_to_even(float val)
+{
+ int rounded = IROUND(val);
+
+ if (val - floor(val) == 0.5) {
+ if (rounded % 2 != 0)
+ rounded += val > 0 ? -1 : 1;
+ }
+
+ return rounded;
+}
+
+
/**
* Convert a 4-byte float to a 2-byte half float.
* Based on code from: