[Mesa-dev] [PATCH (gles3) 06/20] mesa: Remove rounding bias in _mesa_float_to_half()

Paul Berry stereotype441 at gmail.com
Tue Jan 22 19:43:00 PST 2013


On 21 January 2013 00:49, Chad Versace <chad.versace at linux.intel.com> wrote:

> Not all float32 values can be exactly represented as a float16.
> _mesa_float_to_half() rounded such intermediate float32 values to zero by
> truncating unrepresentable bits in the mantissa. This behavior is bia
>

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message?

With the commit mesage fixed, this patch is:

Reviewed-by: Paul Berry <stereotype441 at gmail.com>


>
> This patch improves _mesa_float_to_half() by rounding intermediate float32
> values to the nearest float16; when the float32 is exactly between two
> float16 values we round to the one with an even mantissa. This behavior is
> preferred over the old behavior because:
>   - It has reduced bias relative to the old behavior.
>
>   - It reproduces the behavior of real hardware: opcode F32TO16 in
>     Intel's GPU ISA.
>
>   - By reproducing the behavior of the GPU (at least on Intel hardware),
>     compile-time evaluation of constant packHalf2x16 GLSL expressions will
>     result in the same value as if the expression were executed on the GPU.
>
> CC: Paul Berry <stereotype441 at gmail.com>
> Signed-off-by: Chad Versace <chad.versace at linux.intel.com>
> ---
>  src/mesa/main/imports.c | 66
> +++++++++++++++++++++++++++----------------------
>  1 file changed, 37 insertions(+), 29 deletions(-)
>
> diff --git a/src/mesa/main/imports.c b/src/mesa/main/imports.c
> index 26c91dc..e6f7542 100644
> --- a/src/mesa/main/imports.c
> +++ b/src/mesa/main/imports.c
> @@ -336,8 +336,21 @@ _mesa_round_to_even(float val)
>
>  /**
>   * Convert a 4-byte float to a 2-byte half float.
> - * Based on code from:
> - * http://www.opengl.org/discussion_boards/ubb/Forum3/HTML/008786.html
> + *
> + * Not all float32 values can be represented exactly as a float16 value.
> We
> + * round such intermediate float32 values to the nearest float16. When the
> + * float32 lies exactly between to float16 values, we round to the one
> with
> + * an even mantissa.
> + *
> + * This rounding behavior has several benefits:
> + *   - It has no sign bias.
> + *
> + *   - It reproduces the behavior of real hardware: opcode F32TO16 in
> Intel's
> + *     GPU ISA.
> + *
> + *   - By reproducing the behavior of the GPU (at least on Intel
> hardware),
> + *     compile-time evaluation of constant packHalf2x16 GLSL expressions
> will
> + *     result in the same value as if the expression were executed on the
> GPU.
>   */
>  GLhalfARB
>  _mesa_float_to_half(float val)
> @@ -376,32 +389,13 @@ _mesa_float_to_half(float val)
>     else {
>        /* regular number */
>        const int new_exp = flt_e - 127;
> -      if (new_exp < -24) {
> -         /* this maps to 0 */
> -         /* m = 0; - already set */
> -         e = 0;
> -      }
> -      else if (new_exp < -14) {
> -         /* this maps to a denorm */
> -         unsigned int exp_val = (unsigned int) (-14 - new_exp); /*
> 2^-exp_val*/
> +      if (new_exp < -14) {
> +         /* The float32 lies in the range (0.0, min_normal16) and is
> rounded
> +          * to a nearby float16 value. The result will be either zero,
> subnormal,
> +          * or normal.
> +          */
>           e = 0;
> -         switch (exp_val) {
> -            case 0:
> -               _mesa_warning(NULL,
> -                   "float_to_half: logical error in denorm creation!\n");
> -               /* m = 0; - already set */
> -               break;
> -            case 1: m = 512 + (flt_m >> 14); break;
> -            case 2: m = 256 + (flt_m >> 15); break;
> -            case 3: m = 128 + (flt_m >> 16); break;
> -            case 4: m = 64 + (flt_m >> 17); break;
> -            case 5: m = 32 + (flt_m >> 18); break;
> -            case 6: m = 16 + (flt_m >> 19); break;
> -            case 7: m = 8 + (flt_m >> 20); break;
> -            case 8: m = 4 + (flt_m >> 21); break;
> -            case 9: m = 2 + (flt_m >> 22); break;
> -            case 10: m = 1; break;
> -         }
> +         m = _mesa_round_to_even((1 << 24) * fabsf(fi.f));
>        }
>        else if (new_exp > 15) {
>           /* map this value to infinity */
> @@ -409,12 +403,26 @@ _mesa_float_to_half(float val)
>           e = 31;
>        }
>        else {
> -         /* regular */
> +         /* The float32 lies in the range
> +          *   [min_normal16, max_normal16 + max_step16)
> +          * and is rounded to a nearby float16 value. The result will be
> +          * either normal or infinite.
> +          */
>           e = new_exp + 15;
> -         m = flt_m >> 13;
> +         m = _mesa_round_to_even(flt_m / (float) (1 << 13));
>        }
>     }
>
> +   assert(0 <= m && m <= 1024);
> +   if (m == 1024) {
> +      /* The float32 was rounded upwards into the range of the next
> exponent,
> +       * so bump the exponent. This correctly handles the case where f32
> +       * should be rounded up to float16 infinity.
> +       */
> +      ++e;
> +      m = 0;
> +   }
> +
>     result = (s << 15) | (e << 10) | m;
>     return result;
>  }
> --
> 1.8.1.1
>
>
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