mesa/uniform_query: add IROUNDD and use for doubles->ints (v2)

For the case where we convert a double to an int, we should
round the same as we do for floats.

This fixes GL41-CTS.gpu_shader_fp64.state_query

v2: add IROUNDD (Ilia)

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie 2015-10-15 05:07:40 +01:00
parent 124c9c2b97
commit a9eace326e
2 changed files with 8 additions and 1 deletions

View File

@ -151,6 +151,13 @@ static inline int IROUND(float f)
return (int) ((f >= 0.0F) ? (f + 0.5F) : (f - 0.5F));
}
/**
* Convert double to int by rounding to nearest integer, away from zero.
*/
static inline int IROUNDD(double d)
{
return (int) ((d >= 0.0) ? (d + 0.5) : (d - 0.5));
}
/**
* Convert float to int64 by rounding to nearest integer.

View File

@ -437,7 +437,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
dst[didx].i = src[sidx].i ? 1 : 0;
break;
case GLSL_TYPE_DOUBLE:
dst[didx].i = *(double *)&src[sidx].f;
dst[didx].i = IROUNDD(*(double *)&src[sidx].f);
break;
default:
assert(!"Should not get here.");