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-rw-r--r--src/gallium/auxiliary/util/u_half.h12
1 files changed, 10 insertions, 2 deletions
diff --git a/src/gallium/auxiliary/util/u_half.h b/src/gallium/auxiliary/util/u_half.h
index f7009f54844..d340b9a7aef 100644
--- a/src/gallium/auxiliary/util/u_half.h
+++ b/src/gallium/auxiliary/util/u_half.h
@@ -75,9 +75,17 @@ util_float_to_half(float f)
f32.f *= magic.f;
f32.ui -= round_mask;
- /* Clamp to infinity if overflowed */
+ /*
+ * 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;
+ f32.ui = f16inf - 1;
f16 = f32.ui >> 13;
}