Lines Matching +full:intel +full:- +full:ui
2 * Mesa 3-D graphics library
4 * Copyright (C) 2018-2019 Intel Corporation
56 * first non-fitting bit is set, so we get a tie, but with the least
60 * still ties, but now we lost the tie-up bit, and instead we round to the
83 int f64_to_16_tie_bit = significand_bits64 - significand_bits16 - 1; in _mesa_double_to_float16_rtne()
84 int f32_to_16_tie_bit = significand_bits32 - significand_bits16 - 1; in _mesa_double_to_float16_rtne()
85 uint64_t f64_rounds_up_mask = ((1ULL << f64_to_16_tie_bit) - 1); in _mesa_double_to_float16_rtne()
93 bool f64_has_tie = (src.ui & (1ULL << f64_to_16_tie_bit)) != 0; in _mesa_double_to_float16_rtne()
94 bool f64_rounds_up = (src.ui & f64_rounds_up_mask) != 0; in _mesa_double_to_float16_rtne()
96 dst.ui |= (f64_has_tie && f64_rounds_up); in _mesa_double_to_float16_rtne()
98 dst.ui &= ~(1U << f32_to_16_tie_bit); in _mesa_double_to_float16_rtne()
104 * double -> float -> half with RTZ doesn't have as many complications as
105 * RTNE, but we do need to ensure that the double -> float cast also uses RTZ.