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wined3d: Move float_32_to_16() to surface_base.c which is the only place where it's used, and because it needs port.h for isinf().
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@ -34,6 +34,57 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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/* See also float_16_to_32() in wined3d_private.h */
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static inline unsigned short float_32_to_16(const float *in)
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{
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int exp = 0;
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float tmp = fabs(*in);
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unsigned int mantissa;
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unsigned short ret;
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/* Deal with special numbers */
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if(*in == 0.0) return 0x0000;
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if(isnan(*in)) return 0x7C01;
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if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
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if(tmp < pow(2, 10)) {
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do
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{
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tmp = tmp * 2.0;
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exp--;
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}while(tmp < pow(2, 10));
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} else if(tmp >= pow(2, 11)) {
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do
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{
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tmp /= 2.0;
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exp++;
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}while(tmp >= pow(2, 11));
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}
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mantissa = (unsigned int) tmp;
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if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
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exp += 10; /* Normalize the mantissa */
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exp += 15; /* Exponent is encoded with excess 15 */
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if(exp > 30) { /* too big */
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ret = 0x7c00; /* INF */
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} else if(exp <= 0) {
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/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
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while(exp <= 0) {
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mantissa = mantissa >> 1;
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exp++;
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}
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ret = mantissa & 0x3ff;
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} else {
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ret = (exp << 10) | (mantissa & 0x3ff);
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}
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ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
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return ret;
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}
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/* Do NOT define GLINFO_LOCATION in this file. THIS CODE MUST NOT USE IT */
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/* *******************************************
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@ -126,7 +126,8 @@ void init_type_lookup(WineD3D_GL_Info *gl_info);
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#define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
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#define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
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/* The following functions convert 16 bit floats in the FLOAT16 data type
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/* float_16_to_32() and float_32_to_16() (see implementation in
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* surface_base.c) convert 16 bit floats in the FLOAT16 data type
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* to standard C floats and vice versa. They do not depend on the encoding
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* of the C float, so they are platform independent, but slow. On x86 and
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* other IEEE 754 compliant platforms the conversion can be accelerated by
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@ -152,54 +153,6 @@ static inline float float_16_to_32(const unsigned short *in) {
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}
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}
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static inline unsigned short float_32_to_16(const float *in) {
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int exp = 0;
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float tmp = fabs(*in);
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unsigned int mantissa;
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unsigned short ret;
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/* Deal with special numbers */
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if(*in == 0.0) return 0x0000;
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if(isnan(*in)) return 0x7C01;
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if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
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if(tmp < pow(2, 10)) {
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do
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{
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tmp = tmp * 2.0;
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exp--;
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}while(tmp < pow(2, 10));
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} else if(tmp >= pow(2, 11)) {
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do
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{
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tmp /= 2.0;
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exp++;
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}while(tmp >= pow(2, 11));
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}
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mantissa = (unsigned int) tmp;
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if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
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exp += 10; /* Normalize the mantissa */
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exp += 15; /* Exponent is encoded with excess 15 */
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if(exp > 30) { /* too big */
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ret = 0x7c00; /* INF */
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} else if(exp <= 0) {
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/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
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while(exp <= 0) {
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mantissa = mantissa >> 1;
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exp++;
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}
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ret = mantissa & 0x3ff;
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} else {
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ret = (exp << 10) | (mantissa & 0x3ff);
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}
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ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
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return ret;
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}
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/**
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* Settings
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*/
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