Handle 0 exponent in float/half conversion for OpenGl
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1 changed files with 14 additions and 4 deletions
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@ -2,13 +2,23 @@
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#ifdef USE_GLES_OVER_GL
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// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile.
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uint float2half(uint f) {
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return ((f >> uint(16)) & uint(0x8000)) |
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((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
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((f >> uint(13)) & uint(0x03ff));
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uint e = f & uint(0x7f800000);
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if (e <= uint(0x38000000)) {
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return uint(0);
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} else {
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return ((f >> uint(16)) & uint(0x8000)) |
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(((e - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
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((f >> uint(13)) & uint(0x03ff));
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}
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}
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uint half2float(uint h) {
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return ((h & uint(0x8000)) << uint(16)) | (((h & uint(0x7c00)) + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13));
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uint h_e = h & uint(0x7c00);
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if (h_e == uint(0x0000)) {
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return uint(0);
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} else {
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return ((h & uint(0x8000)) << uint(16)) | ((h_e + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13));
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}
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}
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uint packHalf2x16(vec2 v) {
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