Added GLSL 4.20 pack/unpackHalf16x2 functions

This commit is contained in:
Christophe Riccio 2011-09-13 14:44:38 +01:00
parent f4800e6fc2
commit bf76e0af09
3 changed files with 78 additions and 36 deletions

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@ -106,51 +106,72 @@ namespace glm
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec2<detail::float32> unpackUnorm2x16(detail::uint32 const & p);
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//!
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackUnorm4x8: f / 255.0
//!
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//! the last component will be extracted from the most significant bits.
//!
/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnorm4x8: f / 255.0
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p);
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//!
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackSnorm4x8: clamp(f / 127.0, -1, +1)
//!
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//! the last component will be extracted from the most significant bits.
//!
/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec4<detail::float32> unpackSnorm4x8(detail::uint32 const & p);
//! Returns a double-precision value obtained by packing the components of v into a 64-bit value.
//! If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
//! Otherwise, the bit- level representation of v is preserved.
//! The first vector component specifies the 32 least significant bits;
//! the second component specifies the 32 most significant bits.
//!
/// Returns a double-precision value obtained by packing the components of v into a 64-bit value.
/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
/// Otherwise, the bit- level representation of v is preserved.
/// The first vector component specifies the 32 least significant bits;
/// the second component specifies the 32 most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml">GLSL packDouble2x32 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
double packDouble2x32(detail::tvec2<detail::uint32> const & v);
//! Returns a two-component unsigned integer vector representation of v.
//! The bit-level representation of v is preserved.
//! The first component of the vector contains the 32 least significant bits of the double;
//! the second component consists the 32 most significant bits.
//!
/// Returns a two-component unsigned integer vector representation of v.
/// The bit-level representation of v is preserved.
/// The first component of the vector contains the 32 least significant bits of the double;
/// the second component consists the 32 most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml">GLSL unpackDouble2x32 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec2<detail::uint32> unpackDouble2x32(double const & v);
/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector
/// to the 16-bit floating-point representation found in the OpenGL Specification,
/// and then packing these two 16- bit integers into a 32-bit unsigned integer.
/// The first vector component specifies the 16 least-significant bits of the result;
/// the second component specifies the 16 most-significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
uint packHalf2x16(vec2 const & v);
/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,
/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
/// and converting them to 32-bit floating-point values.
/// The first component of the vector is obtained from the 16 least-significant bits of v;
/// the second component is obtained from the 16 most-significant bits of v.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
vec2 unpackHalf2x16(uint const & v);
/// @}
}//namespace glm

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@ -75,7 +75,7 @@ GLM_FUNC_QUALIFIER detail::tvec2<detail::float32> unpackSnorm2x16(detail::uint32
detail::uint16 B(detail::uint16(p >> 16));
return clamp(detail::tvec2<detail::float32>(
A * 1.0f / 32767.0f,
B * 1.0f / 32767.0f));
B * 1.0f / 32767.0f), -1.0f, 1.0f);
}
GLM_FUNC_QUALIFIER detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p)
@ -109,9 +109,21 @@ GLM_FUNC_QUALIFIER double packDouble2x32(detail::tvec2<detail::uint32> const & v
return *(double*)&v;
}
GLM_FUNC_QUALIFIER detail::tvec2<detail::uint32> unpackDouble2x32(double const & v)
GLM_FUNC_QUALIFIER detail::tvec2<uint> unpackDouble2x32(double const & v)
{
return *(detail::tvec2<detail::uint32>*)&v;
return *(detail::tvec2<uint>*)&v;
}
GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const & v)
{
detail::tvec2<detail::hdata> Pack(detail::toFloat16(v.x), detail::toFloat16(v.y));
return *(uint*)&Pack;
}
GLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint const & v)
{
detail::tvec2<detail::hdata> Unpack = *(detail::tvec2<detail::hdata>*)&v;
return vec2(detail::toFloat32(Unpack.x), detail::toFloat32(Unpack.y));
}
}//namespace glm

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@ -9,10 +9,19 @@
#include <glm/glm.hpp>
int main()
int test_packHalf2x16()
{
int Failed = 0;
return Failed;
int Error = 0;
return Error;
}
int main()
{
int Error = 0;
Error += test_packHalf2x16();
return Error;
}