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>
This commit is contained in:
Chad Versace
2013-01-16 19:49:40 -08:00
parent 1fafd00839
commit eac030e38e
6 changed files with 35 additions and 22 deletions

View File

@@ -40,25 +40,6 @@
#include "glsl_types.h"
#include "program/hash_table.h"
/* Using C99 rounding functions for roundToEven() implementation is
* difficult, because round(), rint, and nearbyint() are affected by
* fesetenv(), which the application may have done for its own
* purposes. Mesa's IROUND macro is close to what we want, but it
* rounds away from 0 on n + 0.5.
*/
static int
round_to_even(float val)
{
int rounded = IROUND(val);
if (val - floor(val) == 0.5) {
if (rounded % 2 != 0)
rounded += val > 0 ? -1 : 1;
}
return rounded;
}
static float
dot(ir_constant *op0, ir_constant *op1)
{
@@ -279,7 +260,7 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
case ir_unop_round_even:
assert(op[0]->type->base_type == GLSL_TYPE_FLOAT);
for (unsigned c = 0; c < op[0]->type->components(); c++) {
data.f[c] = round_to_even(op[0]->value.f[c]);
data.f[c] = _mesa_round_to_even(op[0]->value.f[c]);
}
break;