Handle 0 exponent in float/half conversion for OpenGl

This commit is contained in:
JoJoX 2023-02-08 20:41:44 +01:00
parent 8843d9ad34
commit a7f3b4459a

View file

@ -2,13 +2,23 @@
#ifdef USE_GLES_OVER_GL
// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile.
uint float2half(uint f) {
return ((f >> uint(16)) & uint(0x8000)) |
((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
((f >> uint(13)) & uint(0x03ff));
uint e = f & uint(0x7f800000);
if (e <= uint(0x38000000)) {
return uint(0);
} else {
return ((f >> uint(16)) & uint(0x8000)) |
(((e - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
((f >> uint(13)) & uint(0x03ff));
}
}
uint half2float(uint h) {
return ((h & uint(0x8000)) << uint(16)) | (((h & uint(0x7c00)) + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13));
uint h_e = h & uint(0x7c00);
if (h_e == uint(0x0000)) {
return uint(0);
} else {
return ((h & uint(0x8000)) << uint(16)) | ((h_e + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13));
}
}
uint packHalf2x16(vec2 v) {