LCOV - code coverage report
Current view: top level - gfx/skia/skia/src/core - SkHalf.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 31 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 5 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /*
       2             :  * Copyright 2014 Google Inc.
       3             :  *
       4             :  * Use of this source code is governed by a BSD-style license that can be
       5             :  * found in the LICENSE file.
       6             :  */
       7             : 
       8             : #include "SkHalf.h"
       9             : #include "SkFloatBits.h"
      10             : 
      11           0 : uint16_t halfMantissa(SkHalf h) {
      12           0 :     return h & 0x03ff;
      13             : }
      14             : 
      15           0 : uint16_t halfExponent(SkHalf h) {
      16           0 :     return (h >> 10) & 0x001f;
      17             : }
      18             : 
      19           0 : uint16_t halfSign(SkHalf h) {
      20           0 :     return h >> 15;
      21             : }
      22             : 
      23             : union FloatUIntUnion {
      24             :     uint32_t fUInt;    // this must come first for the initializations below to work
      25             :     float    fFloat;
      26             : };
      27             : 
      28             : // based on Fabien Giesen's float_to_half_fast3()
      29             : // see https://gist.github.com/rygorous/2156668
      30           0 : SkHalf SkFloatToHalf(float f) {
      31             :     static const uint32_t f32infty = { 255 << 23 };
      32             :     static const uint32_t f16infty = { 31 << 23 };
      33             :     static const FloatUIntUnion magic = { 15 << 23 };
      34             :     static const uint32_t sign_mask = 0x80000000u;
      35             :     static const uint32_t round_mask = ~0xfffu;
      36           0 :     SkHalf o = 0;
      37             : 
      38             :     FloatUIntUnion floatUnion;
      39           0 :     floatUnion.fFloat = f;
      40             : 
      41           0 :     uint32_t sign = floatUnion.fUInt & sign_mask;
      42           0 :     floatUnion.fUInt ^= sign;
      43             : 
      44             :     // NOTE all the integer compares in this function can be safely
      45             :     // compiled into signed compares since all operands are below
      46             :     // 0x80000000. Important if you want fast straight SSE2 code
      47             :     // (since there's no unsigned PCMPGTD).
      48             : 
      49             :     // Inf or NaN (all exponent bits set)
      50           0 :     if (floatUnion.fUInt >= f32infty)
      51             :         // NaN->qNaN and Inf->Inf
      52           0 :         o = (floatUnion.fUInt > f32infty) ? 0x7e00 : 0x7c00;
      53             :     // (De)normalized number or zero
      54             :     else {
      55           0 :         floatUnion.fUInt &= round_mask;
      56           0 :         floatUnion.fFloat *= magic.fFloat;
      57           0 :         floatUnion.fUInt -= round_mask;
      58             :         // Clamp to signed infinity if overflowed
      59           0 :         if (floatUnion.fUInt > f16infty) {
      60           0 :             floatUnion.fUInt = f16infty;
      61             :         }
      62             : 
      63           0 :         o = floatUnion.fUInt >> 13; // Take the bits!
      64             :     }
      65             : 
      66           0 :     o |= sign >> 16;
      67           0 :     return o;
      68             : }
      69             : 
      70             : // based on Fabien Giesen's half_to_float_fast2()
      71             : // see https://fgiesen.wordpress.com/2012/03/28/half-to-float-done-quic/
      72           0 : float SkHalfToFloat(SkHalf h) {
      73             :     static const FloatUIntUnion magic = { 126 << 23 };
      74             :     FloatUIntUnion o;
      75             : 
      76           0 :     if (halfExponent(h) == 0)
      77             :     {
      78             :         // Zero / Denormal
      79           0 :         o.fUInt = magic.fUInt + halfMantissa(h);
      80           0 :         o.fFloat -= magic.fFloat;
      81             :     }
      82             :     else
      83             :     {
      84             :         // Set mantissa
      85           0 :         o.fUInt = halfMantissa(h) << 13;
      86             :         // Set exponent
      87           0 :         if (halfExponent(h) == 0x1f)
      88             :             // Inf/NaN
      89           0 :             o.fUInt |= (255 << 23);
      90             :         else
      91           0 :             o.fUInt |= ((127 - 15 + halfExponent(h)) << 23);
      92             :     }
      93             : 
      94             :     // Set sign
      95           0 :     o.fUInt |= (halfSign(h) << 31);
      96           0 :     return o.fFloat;
      97             : }

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