[Base] More flexible Xenos float16 conversion functions

This commit is contained in:
Triang3l 2022-04-26 22:35:37 +03:00
parent e3dd873892
commit 12ff951972
2 changed files with 59 additions and 71 deletions

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@ -1,69 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/base/math.h"
namespace xe {
// TODO(benvanik): replace with alternate implementation.
// XMConvertFloatToHalf
// Copyright (c) Microsoft Corporation. All rights reserved.
uint16_t float_to_half(float value) {
uint32_t Result;
uint32_t IValue = (reinterpret_cast<uint32_t*>(&value))[0];
uint32_t Sign = (IValue & 0x80000000U) >> 16U;
IValue = IValue & 0x7FFFFFFFU; // Hack off the sign
if (IValue > 0x47FFEFFFU) {
// The number is too large to be represented as a half. Saturate to
// infinity.
Result = 0x7FFFU;
} else {
if (IValue < 0x38800000U) {
// The number is too small to be represented as a normalized half.
// Convert it to a denormalized value.
uint32_t Shift = 113U - (IValue >> 23U);
IValue = (0x800000U | (IValue & 0x7FFFFFU)) >> Shift;
} else {
// Rebias the exponent to represent the value as a normalized half.
IValue += 0xC8000000U;
}
Result = ((IValue + 0x0FFFU + ((IValue >> 13U) & 1U)) >> 13U) & 0x7FFFU;
}
return (uint16_t)(Result | Sign);
}
// TODO(benvanik): replace with alternate implementation.
// XMConvertHalfToFloat
// Copyright (c) Microsoft Corporation. All rights reserved.
float half_to_float(uint16_t value) {
uint32_t Mantissa = (uint32_t)(value & 0x03FF);
uint32_t Exponent;
if ((value & 0x7C00) != 0) {
// The value is normalized
Exponent = (uint32_t)((value >> 10) & 0x1F);
} else if (Mantissa != 0) {
// The value is denormalized
// Normalize the value in the resulting float
Exponent = 1;
do {
Exponent--;
Mantissa <<= 1;
} while ((Mantissa & 0x0400) == 0);
Mantissa &= 0x03FF;
} else {
// The value is zero
Exponent = (uint32_t)-112;
}
uint32_t Result = ((value & 0x8000) << 16) | // Sign
((Exponent + 112) << 23) | // Exponent
(Mantissa << 13); // Mantissa
return *reinterpret_cast<float*>(&Result);
}
} // namespace xe

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@ -378,8 +378,65 @@ int64_t m128_i64(const __m128& v) {
}
#endif
uint16_t float_to_half(float value);
float half_to_float(uint16_t value);
// Similar to the C++ implementation of XMConvertFloatToHalf and
// XMConvertHalfToFloat from DirectXMath 3.00 (pre-3.04, which switched from the
// Xenos encoding to IEEE 754), with the extended range instead of infinity and
// NaN, and optionally with denormalized numbers - as used in vpkd3d128 (no
// denormals, rounding towards zero) and on the Xenos (GL_OES_texture_float
// alternative encoding).
inline uint16_t float_to_xenos_half(float value, bool preserve_denormal = false,
bool round_to_nearest_even = false) {
uint32_t integer_value = *reinterpret_cast<const uint32_t*>(&value);
uint32_t abs_value = integer_value & 0x7FFFFFFFu;
uint32_t result;
if (abs_value >= 0x47FFE000u) {
// Saturate.
result = 0x7FFFu;
} else {
if (abs_value < 0x38800000u) {
// The number is too small to be represented as a normalized half.
if (preserve_denormal) {
uint32_t shift =
std::min(uint32_t(113u - (abs_value >> 23u)), uint32_t(24u));
result = (0x800000u | (abs_value & 0x7FFFFFu)) >> shift;
} else {
result = 0u;
}
} else {
// Rebias the exponent to represent the value as a normalized half.
result = abs_value + 0xC8000000u;
}
if (round_to_nearest_even) {
result += 0xFFFu + ((result >> 13u) & 1u);
}
result = (result >> 13u) & 0x7FFFu;
}
return uint16_t(result | ((integer_value & 0x80000000u) >> 16u));
}
inline float xenos_half_to_float(uint16_t value,
bool preserve_denormal = false) {
uint32_t mantissa = value & 0x3FFu;
uint32_t exponent = (value >> 10u) & 0x1Fu;
if (!exponent) {
if (!preserve_denormal) {
mantissa = 0;
} else if (mantissa) {
// Normalize the value in the resulting float.
// do { Exponent--; Mantissa <<= 1; } while ((Mantissa & 0x0400) == 0)
uint32_t mantissa_lzcnt = xe::lzcnt(mantissa) - (32u - 11u);
exponent = uint32_t(1 - int32_t(mantissa_lzcnt));
mantissa = (mantissa << mantissa_lzcnt) & 0x3FFu;
}
if (!mantissa) {
exponent = uint32_t(-112);
}
}
uint32_t result = (uint32_t(value & 0x8000u) << 16u) |
((exponent + 112u) << 23u) | (mantissa << 13u);
return *reinterpret_cast<const float*>(&result);
}
// https://locklessinc.com/articles/sat_arithmetic/
template <typename T>