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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>
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1 changed files with 22 additions and 0 deletions
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@ -1120,6 +1120,28 @@ __uint64_to_fp32(uint64_t __a)
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return __roundAndPackFloat32(0u, 0x9C - shiftCount, zFrac);
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}
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float
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__int64_to_fp32(int64_t __a)
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{
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uint zFrac = 0u;
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uint aSign = uint(__a < 0);
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uint64_t absA = mix(uint64_t(__a), uint64_t(-__a), __a < 0);
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uvec2 aFrac = unpackUint2x32(absA);
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int shiftCount = __countLeadingZeros32(mix(aFrac.y, aFrac.x, aFrac.y == 0u));
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shiftCount -= mix(40, 8, aFrac.y == 0u);
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if (0 <= shiftCount) {
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__shortShift64Left(aFrac.y, aFrac.x, shiftCount, aFrac.y, aFrac.x);
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bool is_zero = (aFrac.y | aFrac.x) == 0u;
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return mix(__packFloat32(aSign, 0x95 - shiftCount, aFrac.x), 0, absA == 0u);
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}
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shiftCount += 7;
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__shift64RightJamming(aFrac.y, aFrac.x, -shiftCount, aFrac.y, aFrac.x);
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zFrac = mix(aFrac.x<<shiftCount, aFrac.x, shiftCount < 0);
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return __roundAndPackFloat32(aSign, 0x9C - shiftCount, zFrac);
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}
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/* Returns the result of converting the single-precision floating-point value
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* `a' to the double-precision floating-point format.
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*/
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