mesa,glsl: Move round_to_even() from glsl to mesa/main (v2)
Move round_to_even's definition to mesa/main so that _mesa_float_to_half() can use it in order to eliminate rounding bias. In additon to moving the fuction definition, prefix its name with "_mesa", just as all other functions in mesa/main are prefixed. v2: Fix Android build. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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@@ -40,25 +40,6 @@
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#include "glsl_types.h"
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#include "program/hash_table.h"
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/* Using C99 rounding functions for roundToEven() implementation is
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* difficult, because round(), rint, and nearbyint() are affected by
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* fesetenv(), which the application may have done for its own
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* purposes. Mesa's IROUND macro is close to what we want, but it
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* rounds away from 0 on n + 0.5.
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*/
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static int
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round_to_even(float val)
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{
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int rounded = IROUND(val);
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if (val - floor(val) == 0.5) {
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if (rounded % 2 != 0)
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rounded += val > 0 ? -1 : 1;
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}
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return rounded;
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}
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static float
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dot(ir_constant *op0, ir_constant *op1)
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{
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@@ -279,7 +260,7 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
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case ir_unop_round_even:
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assert(op[0]->type->base_type == GLSL_TYPE_FLOAT);
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for (unsigned c = 0; c < op[0]->type->components(); c++) {
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data.f[c] = round_to_even(op[0]->value.f[c]);
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data.f[c] = _mesa_round_to_even(op[0]->value.f[c]);
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}
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break;
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