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-rw-r--r--src/mesa/main/imports.c148
1 files changed, 0 insertions, 148 deletions
diff --git a/src/mesa/main/imports.c b/src/mesa/main/imports.c
index 350e6752c8b..230ebbc67f4 100644
--- a/src/mesa/main/imports.c
+++ b/src/mesa/main/imports.c
@@ -307,154 +307,6 @@ _mesa_bitcount_64(uint64_t n)
}
#endif
-
-/**
- * Convert a 4-byte float to a 2-byte half float.
- *
- * Not all float32 values can be represented exactly as a float16 value. We
- * round such intermediate float32 values to the nearest float16. When the
- * float32 lies exactly between to float16 values, we round to the one with
- * an even mantissa.
- *
- * This rounding behavior has several benefits:
- * - It has no sign bias.
- *
- * - It reproduces the behavior of real hardware: opcode F32TO16 in Intel's
- * GPU ISA.
- *
- * - By reproducing the behavior of the GPU (at least on Intel hardware),
- * compile-time evaluation of constant packHalf2x16 GLSL expressions will
- * result in the same value as if the expression were executed on the GPU.
- */
-GLhalfARB
-_mesa_float_to_half(float val)
-{
- const fi_type fi = {val};
- const int flt_m = fi.i & 0x7fffff;
- const int flt_e = (fi.i >> 23) & 0xff;
- const int flt_s = (fi.i >> 31) & 0x1;
- int s, e, m = 0;
- GLhalfARB result;
-
- /* sign bit */
- s = flt_s;
-
- /* handle special cases */
- if ((flt_e == 0) && (flt_m == 0)) {
- /* zero */
- /* m = 0; - already set */
- e = 0;
- }
- else if ((flt_e == 0) && (flt_m != 0)) {
- /* denorm -- denorm float maps to 0 half */
- /* m = 0; - already set */
- e = 0;
- }
- else if ((flt_e == 0xff) && (flt_m == 0)) {
- /* infinity */
- /* m = 0; - already set */
- e = 31;
- }
- else if ((flt_e == 0xff) && (flt_m != 0)) {
- /* NaN */
- m = 1;
- e = 31;
- }
- else {
- /* regular number */
- const int new_exp = flt_e - 127;
- if (new_exp < -14) {
- /* The float32 lies in the range (0.0, min_normal16) and is rounded
- * to a nearby float16 value. The result will be either zero, subnormal,
- * or normal.
- */
- e = 0;
- m = _mesa_lroundevenf((1 << 24) * fabsf(fi.f));
- }
- else if (new_exp > 15) {
- /* map this value to infinity */
- /* m = 0; - already set */
- e = 31;
- }
- else {
- /* The float32 lies in the range
- * [min_normal16, max_normal16 + max_step16)
- * and is rounded to a nearby float16 value. The result will be
- * either normal or infinite.
- */
- e = new_exp + 15;
- m = _mesa_lroundevenf(flt_m / (float) (1 << 13));
- }
- }
-
- assert(0 <= m && m <= 1024);
- if (m == 1024) {
- /* The float32 was rounded upwards into the range of the next exponent,
- * so bump the exponent. This correctly handles the case where f32
- * should be rounded up to float16 infinity.
- */
- ++e;
- m = 0;
- }
-
- result = (s << 15) | (e << 10) | m;
- return result;
-}
-
-
-/**
- * Convert a 2-byte half float to a 4-byte float.
- * Based on code from:
- * http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/008786.html
- */
-float
-_mesa_half_to_float(GLhalfARB val)
-{
- /* XXX could also use a 64K-entry lookup table */
- const int m = val & 0x3ff;
- const int e = (val >> 10) & 0x1f;
- const int s = (val >> 15) & 0x1;
- int flt_m, flt_e, flt_s;
- fi_type fi;
- float result;
-
- /* sign bit */
- flt_s = s;
-
- /* handle special cases */
- if ((e == 0) && (m == 0)) {
- /* zero */
- flt_m = 0;
- flt_e = 0;
- }
- else if ((e == 0) && (m != 0)) {
- /* denorm -- denorm half will fit in non-denorm single */
- const float half_denorm = 1.0f / 16384.0f; /* 2^-14 */
- float mantissa = ((float) (m)) / 1024.0f;
- float sign = s ? -1.0f : 1.0f;
- return sign * mantissa * half_denorm;
- }
- else if ((e == 31) && (m == 0)) {
- /* infinity */
- flt_e = 0xff;
- flt_m = 0;
- }
- else if ((e == 31) && (m != 0)) {
- /* NaN */
- flt_e = 0xff;
- flt_m = 1;
- }
- else {
- /* regular */
- flt_e = e + 112;
- flt_m = m << 13;
- }
-
- fi.i = (flt_s << 31) | (flt_e << 23) | flt_m;
- result = fi.f;
- return result;
-}
-
/*@}*/