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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 #include <math.h>
26 #include <assert.h>
27 #include "half_float.h"
28 #include "rounding.h"
29 
30 typedef union { float f; int32_t i; uint32_t u; } fi_type;
31 
32 /**
33  * Convert a 4-byte float to a 2-byte half float.
34  *
35  * Not all float32 values can be represented exactly as a float16 value. We
36  * round such intermediate float32 values to the nearest float16. When the
37  * float32 lies exactly between to float16 values, we round to the one with
38  * an even mantissa.
39  *
40  * This rounding behavior has several benefits:
41  *   - It has no sign bias.
42  *
43  *   - It reproduces the behavior of real hardware: opcode F32TO16 in Intel's
44  *     GPU ISA.
45  *
46  *   - By reproducing the behavior of the GPU (at least on Intel hardware),
47  *     compile-time evaluation of constant packHalf2x16 GLSL expressions will
48  *     result in the same value as if the expression were executed on the GPU.
49  */
50 uint16_t
_mesa_float_to_half(float val)51 _mesa_float_to_half(float val)
52 {
53    const fi_type fi = {val};
54    const int flt_m = fi.i & 0x7fffff;
55    const int flt_e = (fi.i >> 23) & 0xff;
56    const int flt_s = (fi.i >> 31) & 0x1;
57    int s, e, m = 0;
58    uint16_t result;
59 
60    /* sign bit */
61    s = flt_s;
62 
63    /* handle special cases */
64    if ((flt_e == 0) && (flt_m == 0)) {
65       /* zero */
66       /* m = 0; - already set */
67       e = 0;
68    }
69    else if ((flt_e == 0) && (flt_m != 0)) {
70       /* denorm -- denorm float maps to 0 half */
71       /* m = 0; - already set */
72       e = 0;
73    }
74    else if ((flt_e == 0xff) && (flt_m == 0)) {
75       /* infinity */
76       /* m = 0; - already set */
77       e = 31;
78    }
79    else if ((flt_e == 0xff) && (flt_m != 0)) {
80       /* NaN */
81       m = 1;
82       e = 31;
83    }
84    else {
85       /* regular number */
86       const int new_exp = flt_e - 127;
87       if (new_exp < -14) {
88          /* The float32 lies in the range (0.0, min_normal16) and is rounded
89           * to a nearby float16 value. The result will be either zero, subnormal,
90           * or normal.
91           */
92          e = 0;
93          m = _mesa_lroundevenf((1 << 24) * fabsf(fi.f));
94       }
95       else if (new_exp > 15) {
96          /* map this value to infinity */
97          /* m = 0; - already set */
98          e = 31;
99       }
100       else {
101          /* The float32 lies in the range
102           *   [min_normal16, max_normal16 + max_step16)
103           * and is rounded to a nearby float16 value. The result will be
104           * either normal or infinite.
105           */
106          e = new_exp + 15;
107          m = _mesa_lroundevenf(flt_m / (float) (1 << 13));
108       }
109    }
110 
111    assert(0 <= m && m <= 1024);
112    if (m == 1024) {
113       /* The float32 was rounded upwards into the range of the next exponent,
114        * so bump the exponent. This correctly handles the case where f32
115        * should be rounded up to float16 infinity.
116        */
117       ++e;
118       m = 0;
119    }
120 
121    result = (s << 15) | (e << 10) | m;
122    return result;
123 }
124 
125 
126 /**
127  * Convert a 2-byte half float to a 4-byte float.
128  * Based on code from:
129  * http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/008786.html
130  */
131 float
_mesa_half_to_float(uint16_t val)132 _mesa_half_to_float(uint16_t val)
133 {
134    /* XXX could also use a 64K-entry lookup table */
135    const int m = val & 0x3ff;
136    const int e = (val >> 10) & 0x1f;
137    const int s = (val >> 15) & 0x1;
138    int flt_m, flt_e, flt_s;
139    fi_type fi;
140    float result;
141 
142    /* sign bit */
143    flt_s = s;
144 
145    /* handle special cases */
146    if ((e == 0) && (m == 0)) {
147       /* zero */
148       flt_m = 0;
149       flt_e = 0;
150    }
151    else if ((e == 0) && (m != 0)) {
152       /* denorm -- denorm half will fit in non-denorm single */
153       const float half_denorm = 1.0f / 16384.0f; /* 2^-14 */
154       float mantissa = ((float) (m)) / 1024.0f;
155       float sign = s ? -1.0f : 1.0f;
156       return sign * mantissa * half_denorm;
157    }
158    else if ((e == 31) && (m == 0)) {
159       /* infinity */
160       flt_e = 0xff;
161       flt_m = 0;
162    }
163    else if ((e == 31) && (m != 0)) {
164       /* NaN */
165       flt_e = 0xff;
166       flt_m = 1;
167    }
168    else {
169       /* regular */
170       flt_e = e + 112;
171       flt_m = m << 13;
172    }
173 
174    fi.i = (flt_s << 31) | (flt_e << 23) | flt_m;
175    result = fi.f;
176    return result;
177 }
178