[D3D12] Fix 7e3 and 20e4 conversion negative value handling

This commit is contained in:
Triang3l 2018-09-13 20:03:05 +03:00
parent 9a9665e4b8
commit a6304cd9fe
1 changed files with 6 additions and 4 deletions

View File

@ -6,9 +6,11 @@
uint XeFloat16To7e3(uint4 rgba_f16u32) {
float4 rgba_f32 = f16tof32(rgba_f16u32);
uint3 rgb_f32u32 = asuint(rgba_f32.xyz);
// Keep only positive (high bit set means negative for both float and int) and
// saturate to 31.875 (also dropping NaNs).
rgb_f32u32 = uint3(clamp(int3(rgb_f32u32), 0, 0x41FF0000));
// Keep only positive integers and saturate to 31.875 (also dropping NaNs).
// Was previously done with `asuint(clamp(asint(rgb_f32u32), 0, 0x41FF0000))`,
// but FXC decides to ignore the uint->int cast, and negative numbers become
// 0x41FF0000.
rgb_f32u32 = min(rgb_f32u32 * uint3(rgb_f32u32 <= 0x7FFFFFFFu), 0x41FF0000u);
uint3 normalized = rgb_f32u32 + 0xC2000000u;
uint3 denormalized = ((rgb_f32u32 & 0x7FFFFFu) | 0x800000u) >>
((125u).xxx - (rgb_f32u32 >> 23u));
@ -47,7 +49,7 @@ uint4 XeFloat7e3To16(uint rgba_packed) {
uint4 XeFloat32To20e4(uint4 f32u32) {
// Keep only positive (high bit set means negative for both float and int) and
// saturate to the maximum representable value near 2 (also dropping NaNs).
f32u32 = uint4(clamp(int4(f32u32), 0, 0x3FFFFFF8));
f32u32 = min(f32u32 * uint4(f32u32 <= 0x7FFFFFFFu), 0x3FFFFFF8u);
uint4 normalized = f32u32 + 0xC8000000u;
uint4 denormalized =
((f32u32 & 0x7FFFFFu) | 0x800000u) >> ((113u).xxxx - (f32u32 >> 23u));