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Added unpack 111110 implementation, missing inf and NaN code path
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@ -47,7 +47,7 @@ namespace detail
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((f >> 13) & 0x03ff); // Mantissa
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}
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glm::uint16 float2packed11(glm::uint32 const & f)
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glm::uint32 float2packed11(glm::uint32 const & f)
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{
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// 10 bits => EE EEEFFFFF
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// 11 bits => EEE EEFFFFFF
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@ -65,7 +65,25 @@ namespace detail
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((f >> 17) & 0x003f); // Mantissa
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}
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glm::uint float2packed10(glm::uint const & f)
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glm::uint32 packed11Tofloat(glm::uint32 const & p)
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{
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// 10 bits => EE EEEFFFFF
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// 11 bits => EEE EEFFFFFF
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// Half bits => SEEEEEFF FFFFFFFF
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// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
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// 0x000007c0 => 00000000 00000000 00000111 11000000
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// 0x00007c00 => 00000000 00000000 01111100 00000000
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// 0x000003ff => 00000000 00000000 00000011 11111111
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// 0x38000000 => 00111000 00000000 00000000 00000000
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// 0x7f800000 => 01111111 10000000 00000000 00000000
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// 0x00008000 => 00000000 00000000 10000000 00000000
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return
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((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential
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((f & 0x003f) << 17); // Mantissa
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}
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glm::uint32 float2packed10(glm::uint32 const & f)
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{
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// 10 bits => EE EEEFFFFF
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// 11 bits => EEE EEFFFFFF
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@ -86,6 +104,27 @@ namespace detail
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((f >> 18) & 0x001f); // Mantissa
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}
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glm::uint32 packed10ToFloat(glm::uint32 const & p)
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{
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// 10 bits => EE EEEFFFFF
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// 11 bits => EEE EEFFFFFF
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// Half bits => SEEEEEFF FFFFFFFF
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// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
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// 0x0000001F => 00000000 00000000 00000000 00011111
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// 0x0000003F => 00000000 00000000 00000000 00111111
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// 0x000003E0 => 00000000 00000000 00000011 11100000
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// 0x000007C0 => 00000000 00000000 00000111 11000000
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// 0x00007C00 => 00000000 00000000 01111100 00000000
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// 0x000003FF => 00000000 00000000 00000011 11111111
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// 0x38000000 => 00111000 00000000 00000000 00000000
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// 0x7f800000 => 01111111 10000000 00000000 00000000
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// 0x00008000 => 00000000 00000000 10000000 00000000
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return
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((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential
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((f & 0x001f) << 18); // Mantissa
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}
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glm::uint half2float(glm::uint const & h)
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{
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return ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13);
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@ -111,6 +150,20 @@ namespace detail
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return float2packed11(Union.i);
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}
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float packed11bitToFloat(glm::uint x)
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{
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if(x == 0)
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return 0.0f;
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else if(x == ((1 << 11) - 1))
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return ~0;//NaN
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else if(x == (0x1f << 6))
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return ~0;//Inf
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uif Union;
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Union.i = packed11ToFloat(x);
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return Union.f;
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}
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glm::uint floatTo10bit(float x)
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{
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if(x == 0.0f)
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@ -125,6 +178,20 @@ namespace detail
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return float2packed10(Union.i);
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}
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float packed10bitToFloat(glm::uint x)
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{
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if(x == 0)
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return 0.0f;
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else if(x == ((1 << 10) - 1))
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return ~0;//NaN
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else if(x == (0x1f << 5))
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return ~0;//Inf
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uif Union;
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Union.i = packed10ToFloat(x);
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return Union.f;
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}
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glm::uint f11_f11_f10(float x, float y, float z)
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{
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return ((floatTo11bit(x) & ((1 << 11) - 1)) << 0) | ((floatTo11bit(y) & ((1 << 11) - 1)) << 11) | ((floatTo10bit(z) & ((1 << 10) - 1)) << 22);
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@ -224,7 +291,6 @@ namespace detail
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};
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}//namespace detail
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GLM_FUNC_QUALIFIER uint8 packUnorm1x8(float const & v)
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{
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int8 Scaled(round(clamp(v ,-1.0f, 1.0f) * 255.0f));
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@ -468,9 +534,10 @@ namespace detail
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GLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 const & v)
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{
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vec3 Result;
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// TODO
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return Result;
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return vec3(
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packed11bitToFloat(v >> 0),
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packed11bitToFloat(v >> 11),
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packed10bitToFloat(v >> 22));
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}
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}//namespace glm
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