d3dx9: Implement D3DXFloat32To16Array.

Derived from patch submitted by Misha Koshelev.
Corrected rounding of denormalized numbers.
This commit is contained in:
Dylan Smith 2011-07-03 03:36:44 -04:00 committed by Alexandre Julliard
parent 38c13e56a7
commit cac35191b9
3 changed files with 109 additions and 1 deletions

View file

@ -131,7 +131,7 @@
@ stdcall D3DXFilterTexture(ptr ptr long long)
@ stdcall D3DXFindShaderComment(ptr long ptr ptr)
@ stdcall D3DXFloat16To32Array(ptr ptr long)
@ stub D3DXFloat32To16Array(ptr ptr long)
@ stdcall D3DXFloat32To16Array(ptr ptr long)
@ stub D3DXFrameAppendChild(ptr ptr)
@ stub D3DXFrameCalculateBoundingSphere(ptr ptr ptr)
@ stdcall D3DXFrameDestroy(ptr ptr)

View file

@ -25,6 +25,8 @@
#define NONAMELESSUNION
#include "config.h"
#include "wine/port.h"
#include "windef.h"
#include "wingdi.h"
#include "d3dx9_36_private.h"
@ -1770,6 +1772,103 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON
return out;
}
static inline unsigned short float_32_to_16(const float in)
{
int exp = 0, origexp;
float tmp = fabs(in);
int sign = signbit(in);
unsigned int mantissa;
unsigned short ret;
/* Deal with special numbers */
if (isinf(in)) return (sign ? 0xffff : 0x7fff);
if (isnan(in)) return (sign ? 0xffff : 0x7fff);
if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
if (tmp < powf(2, 10))
{
do
{
tmp *= 2.0f;
exp--;
} while (tmp < powf(2, 10));
}
else if (tmp >= powf(2, 11))
{
do
{
tmp /= 2.0f;
exp++;
} while (tmp >= powf(2, 11));
}
exp += 10; /* Normalize the mantissa */
exp += 15; /* Exponent is encoded with excess 15 */
origexp = exp;
mantissa = (unsigned int) tmp;
if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
(tmp - mantissa > 0.5f))
{
mantissa++; /* round to nearest, away from zero */
}
if (mantissa == 2048)
{
mantissa = 1024;
exp++;
}
if (exp > 31)
{
/* too big */
ret = 0x7fff; /* INF */
}
else if (exp <= 0)
{
unsigned int rounding = 0;
/* Denormalized half float */
/* return 0x0000 (=0.0) for numbers too small to represent in half floats */
if (exp < -11)
return (sign ? 0x8000 : 0x0000);
exp = origexp;
/* the 13 extra bits from single precision are used for rounding */
mantissa = (unsigned int)(tmp * powf(2, 13));
mantissa >>= 1 - exp; /* denormalize */
mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
/* remove 13 least significant bits to get half float precision */
mantissa >>= 12;
rounding = mantissa & 1;
mantissa >>= 1;
ret = mantissa + rounding;
}
else
{
ret = (exp << 10) | (mantissa & 0x3ff);
}
ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
return ret;
}
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n)
{
unsigned int i;
for (i = 0; i < n; ++i)
{
pout[i].value = float_32_to_16(pin[i]);
}
return pout;
}
/* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
* regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
static inline float float_16_to_32(const unsigned short in)

View file

@ -2257,11 +2257,20 @@ static void test_D3DXFloat_Array(void)
};
/* exception on NULL out or in parameter */
out = D3DXFloat32To16Array(&half, &single, 0);
ok(out == &half, "Got %p, expected %p.\n", out, &half);
out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&half, 0);
ok(out == &single, "Got %p, expected %p.\n", out, &single);
for (i = 0; i < sizeof(testdata)/sizeof(testdata[0]); i++)
{
out = D3DXFloat32To16Array(&half, &testdata[i].single_in, 1);
ok(out == &half, "Got %p, expected %p.\n", out, &half);
ok(half.value == testdata[i].half_ver1 || half.value == testdata[i].half_ver2,
"Got %x, expected %x or %x for index %d.\n", half.value, testdata[i].half_ver1,
testdata[i].half_ver2, i);
out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&testdata[i].half_ver1, 1);
ok(out == &single, "Got %p, expected %p.\n", out, &single);
ok(relative_error(single, testdata[i].single_out_ver1) < admitted_error,