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Currently float16 to int64 conversions don't work correctly, because
the "div" variable has an infinite value, since 2^32 isn't
representable as a 16-bit float, which causes the result of of rem(x,
div) to be NaN for all inputs, leading to an incorrect result. Since
no values of magnitude greater than 2^32 are representable as a
float16 we don't actually need to do the fdiv/frem operations, the
conversion is equivalent to f2u32 with the result padded to 64 bits.
Rework:
* Jordan: Handle f16 in if/else rather than conditional
Fixes:
|
||
|---|---|---|
| .. | ||
| clc | ||
| glsl | ||
| isaspec | ||
| nir | ||
| spirv | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| meson.build | ||
| nir_gl_types.h | ||
| nir_types.cpp | ||
| nir_types.h | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||