glsl: Add "built-in" functions to do fp32_to_int64(fp32)
Reviewed-by: Elie Tournier <tournier.elie@gmail.com> Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
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@ -1058,6 +1058,37 @@ __fp32_to_uint64(float f)
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return __roundAndPackUInt64(aSign, zFrac0, zFrac1, zFrac2);
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}
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int64_t
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__fp32_to_int64(float f)
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{
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uint a = floatBitsToUint(f);
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uint aFrac = a & 0x007FFFFFu;
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int aExp = int((a>>23) & 0xFFu);
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uint aSign = a>>31;
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uint zFrac0 = 0u;
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uint zFrac1 = 0u;
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uint zFrac2 = 0u;
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int64_t default_NegNaN = -0x7FFFFFFFFFFFFFFEL;
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int64_t default_PosNaN = 0xFFFFFFFFFFFFFFFFL;
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int shiftCount = 0xBE - aExp;
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if (shiftCount <0) {
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if (aExp == 0xFF && aFrac != 0u)
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return default_NegNaN;
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return mix(default_NegNaN, default_PosNaN, aSign == 0u);
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}
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aFrac = mix(aFrac, aFrac | 0x00800000u, aExp != 0);
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__shortShift64Left(aFrac, 0, 40, zFrac0, zFrac1);
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if (shiftCount != 0) {
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__shift64ExtraRightJamming(zFrac0, zFrac1, zFrac2, shiftCount,
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zFrac0, zFrac1, zFrac2);
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}
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return __roundAndPackInt64(aSign, zFrac0, zFrac1, zFrac2);
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}
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uint64_t
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__int64_to_fp64(int64_t a)
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{
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