Commit aa48067a by apatrick@chromium.org

Replace D3DXFloat16To32Array.

parent 3b6ff3e8
...@@ -247,6 +247,7 @@ ...@@ -247,6 +247,7 @@
'libGLESv2/Context.h', 'libGLESv2/Context.h',
'libGLESv2/Fence.cpp', 'libGLESv2/Fence.cpp',
'libGLESv2/Fence.h', 'libGLESv2/Fence.h',
'libGLESv2/Float16ToFloat32.cpp',
'libGLESv2/Framebuffer.cpp', 'libGLESv2/Framebuffer.cpp',
'libGLESv2/Framebuffer.h', 'libGLESv2/Framebuffer.h',
'libGLESv2/HandleAllocator.cpp', 'libGLESv2/HandleAllocator.cpp',
......
#define MAJOR_VERSION 1 #define MAJOR_VERSION 1
#define MINOR_VERSION 0 #define MINOR_VERSION 0
#define BUILD_VERSION 0 #define BUILD_VERSION 0
#define BUILD_REVISION 1268 #define BUILD_REVISION 1270
#define STRINGIFY(x) #x #define STRINGIFY(x) #x
#define MACRO_STRINGIFY(x) STRINGIFY(x) #define MACRO_STRINGIFY(x) STRINGIFY(x)
......
...@@ -2697,14 +2697,10 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, ...@@ -2697,14 +2697,10 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
case D3DFMT_A16B16G16R16F: case D3DFMT_A16B16G16R16F:
{ {
// float formats in D3D are stored rgba, rather than the other way round // float formats in D3D are stored rgba, rather than the other way round
float abgr[4]; r = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
g = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4); b = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
a = float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
a = abgr[3];
b = abgr[2];
g = abgr[1];
r = abgr[0];
} }
break; break;
default: default:
......
# Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
# Use of this source code is governed by a BSD-style license that can be
# found in the LICENSE file.
#
# This script generates a function that converts 16-bit precision floating
# point numbers to 32-bit.
# It is based on ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf.
def convertMantissa(i):
if i == 0:
return 0
elif i < 1024:
m = i << 13
e = 0
while not (m & 0x00800000):
e -= 0x00800000
m = m << 1
m &= ~0x00800000
e += 0x38800000
return m | e
else:
return 0x38000000 + ((i - 1024) << 13)
def convertExponent(i):
if i == 0:
return 0
elif i in range(1, 31):
return i << 23
elif i == 31:
return 0x47800000
elif i == 32:
return 0x80000000
elif i in range(33, 63):
return 0x80000000 + ((i - 32) << 23)
else:
return 0xC7800000
def convertOffset(i):
if i == 0 or i == 32:
return 0
else:
return 1024
print """//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// This file is automatically generated.
namespace gl
{
"""
print "const static unsigned g_mantissa[2048] = {"
for i in range(0, 2048):
print " %08x," % convertMantissa(i)
print "};\n"
print "const static unsigned g_exponent[64] = {"
for i in range(0, 64):
print " %08x," % convertExponent(i)
print "};\n"
print "const static unsigned g_offset[64] = {"
for i in range(0, 64):
print " %08x," % convertOffset(i)
print "};\n"
print """float float16ToFloat32(unsigned short h)
{
unsigned i32 = =g_mantissa[g_offset[h >> 10] + (h & 0x3ff)] + g_exponent[h >> 10];
return *(float*) &i32;
}
}
"""
...@@ -377,6 +377,10 @@ ...@@ -377,6 +377,10 @@
> >
</File> </File>
<File <File
RelativePath=".\Float16ToFloat32.cpp"
>
</File>
<File
RelativePath=".\Framebuffer.cpp" RelativePath=".\Framebuffer.cpp"
> >
</File> </File>
......
...@@ -94,6 +94,9 @@ inline bool supportsSSE2() ...@@ -94,6 +94,9 @@ inline bool supportsSSE2()
return supports; return supports;
} }
float float16ToFloat32(unsigned short h);
} }
#endif // LIBGLESV2_MATHUTIL_H_ #endif // LIBGLESV2_MATHUTIL_H_
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