godot/thirdparty/meshoptimizer/quantization.cpp

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// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details
#include "meshoptimizer.h"
#include <assert.h>
union FloatBits
{
float f;
unsigned int ui;
};
unsigned short meshopt_quantizeHalf(float v)
{
FloatBits u = {v};
unsigned int ui = u.ui;
int s = (ui >> 16) & 0x8000;
int em = ui & 0x7fffffff;
// bias exponent and round to nearest; 112 is relative exponent bias (127-15)
int h = (em - (112 << 23) + (1 << 12)) >> 13;
// underflow: flush to zero; 113 encodes exponent -14
h = (em < (113 << 23)) ? 0 : h;
// overflow: infinity; 143 encodes exponent 16
h = (em >= (143 << 23)) ? 0x7c00 : h;
// NaN; note that we convert all types of NaN to qNaN
h = (em > (255 << 23)) ? 0x7e00 : h;
return (unsigned short)(s | h);
}
float meshopt_quantizeFloat(float v, int N)
{
assert(N >= 0 && N <= 23);
FloatBits u = {v};
unsigned int ui = u.ui;
const int mask = (1 << (23 - N)) - 1;
const int round = (1 << (23 - N)) >> 1;
int e = ui & 0x7f800000;
unsigned int rui = (ui + round) & ~mask;
// round all numbers except inf/nan; this is important to make sure nan doesn't overflow into -0
ui = e == 0x7f800000 ? ui : rui;
// flush denormals to zero
ui = e == 0 ? 0 : ui;
u.ui = ui;
return u.f;
}
float meshopt_dequantizeHalf(unsigned short h)
{
unsigned int s = unsigned(h & 0x8000) << 16;
int em = h & 0x7fff;
// bias exponent and pad mantissa with 0; 112 is relative exponent bias (127-15)
int r = (em + (112 << 10)) << 13;
// denormal: flush to zero
r = (em < (1 << 10)) ? 0 : r;
// infinity/NaN; note that we preserve NaN payload as a byproduct of unifying inf/nan cases
// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
r += (em >= (31 << 10)) ? (112 << 23) : 0;
FloatBits u;
u.ui = s | r;
return u.f;
}