glsl: Add "built-in" functions to do int64_to_fp32(int64_t)

Reviewed-by: Elie Tournier <tournier.elie@gmail.com>
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
This commit is contained in:
Sagar Ghuge
2018-12-05 22:37:18 -08:00
committed by Matt Turner
parent d5cf6e92b4
commit c9d333a6b7

View File

@@ -1120,6 +1120,28 @@ __uint64_to_fp32(uint64_t __a)
return __roundAndPackFloat32(0u, 0x9C - shiftCount, zFrac);
}
float
__int64_to_fp32(int64_t __a)
{
uint zFrac = 0u;
uint aSign = uint(__a < 0);
uint64_t absA = mix(uint64_t(__a), uint64_t(-__a), __a < 0);
uvec2 aFrac = unpackUint2x32(absA);
int shiftCount = __countLeadingZeros32(mix(aFrac.y, aFrac.x, aFrac.y == 0u));
shiftCount -= mix(40, 8, aFrac.y == 0u);
if (0 <= shiftCount) {
__shortShift64Left(aFrac.y, aFrac.x, shiftCount, aFrac.y, aFrac.x);
bool is_zero = (aFrac.y | aFrac.x) == 0u;
return mix(__packFloat32(aSign, 0x95 - shiftCount, aFrac.x), 0, absA == 0u);
}
shiftCount += 7;
__shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x);
zFrac = mix(aFrac.x<<shiftCount, aFrac.x, shiftCount < 0);
return __roundAndPackFloat32(aSign, 0x9C - shiftCount, zFrac);
}
/* Returns the result of converting the single-precision floating-point value
* `a' to the double-precision floating-point format.
*/