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diff --git a/src/util/half_float.c b/src/util/half_float.c
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+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <math.h>
+#include <assert.h>
+#include "half_float.h"
+#include "rounding.h"
+
+typedef union { float f; int32_t i; uint32_t u; } fi_type;
+
+/**
+ * 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.
+ */
+uint16_t
+_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;
+ uint16_t 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(uint16_t 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;
+}