From 06807e1948f1bced9806b00908c892f1e3c3db5b Mon Sep 17 00:00:00 2001 From: Sagar Ghuge Date: Mon, 24 Jun 2019 15:10:53 -0700 Subject: glsl: Fix round64 conversion function Fix round64 function to handle round to nearest even cases specially with positive and negative numbers with fraction part 0.5. v2: 1) Simplify unused bits (Elie Tournier) Fixes: KHR-GL45.gpu_shader_fp64.builtin.round_dvec2 KHR-GL45.gpu_shader_fp64.builtin.round_dvec3 KHR-GL45.gpu_shader_fp64.builtin.round_dvec4 KHR-GL45.gpu_shader_fp64.builtin.roundeven_double KHR-GL45.gpu_shader_fp64.builtin.roundeven_dvec2 KHR-GL45.gpu_shader_fp64.builtin.roundeven_dvec3 KHR-GL45.gpu_shader_fp64.builtin.roundeven_dvec4 Signed-off-by: Sagar Ghuge Reviewed-by: Elie Tournier Acked-by: Anuj Phogat --- src/compiler/glsl/float64.glsl | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/src/compiler/glsl/float64.glsl b/src/compiler/glsl/float64.glsl index babfad20e9c..0433d925a39 100644 --- a/src/compiler/glsl/float64.glsl +++ b/src/compiler/glsl/float64.glsl @@ -1693,17 +1693,22 @@ __fround64(uint64_t __a) if (unbiasedExp < 20) { if (unbiasedExp < 0) { + if ((aHi & 0x80000000u) != 0u && aLo == 0u) { + return 0; + } aHi &= 0x80000000u; - if (unbiasedExp == -1 && aLo != 0u) - aHi |= (1023u << 20); + if ((a.y & 0x000FFFFFu) == 0u && a.x == 0u) { + aLo = 0u; + return packUint2x32(uvec2(aLo, aHi)); + } + aHi = mix(aHi, (aHi | 0x3FF00000u), unbiasedExp == -1); aLo = 0u; } else { uint maskExp = 0x000FFFFFu >> unbiasedExp; - /* a is an integral value */ - if (((aHi & maskExp) == 0u) && (aLo == 0u)) - return __a; - + uint lastBit = maskExp + 1; aHi += 0x00080000u >> unbiasedExp; + if ((aHi & maskExp) == 0u) + aHi &= ~lastBit; aHi &= ~maskExp; aLo = 0u; } @@ -1720,9 +1725,7 @@ __fround64(uint64_t __a) aLo &= ~maskExp; } - a.x = aLo; - a.y = aHi; - return packUint2x32(a); + return packUint2x32(uvec2(aLo, aHi)); } uint64_t -- cgit v1.2.3