'options->lower_unpack_snorm_4x8'),
]
+def fexp2i(exp):
+ # We assume that exp is already in the range [-126, 127].
+ return ('ishl', ('iadd', exp, 127), 23)
+
+def ldexp32(f, exp):
+ # First, we clamp exp to a reasonable range. The maximum possible range
+ # for a normal exponent is [-126, 127] and, throwing in denormals, you get
+ # a maximum range of [-149, 127]. This means that we can potentially have
+ # a swing of +-276. If you start with FLT_MAX, you actually have to do
+ # ldexp(FLT_MAX, -278) to get it to flush all the way to zero. The GLSL
+ # spec, on the other hand, only requires that we handle an exponent value
+ # in the range [-126, 128]. This implementation is *mostly* correct; it
+ # handles a range on exp of [-252, 254] which allows you to create any
+ # value (including denorms if the hardware supports it) and to adjust the
+ # exponent of any normal value to anything you want.
+ exp = ('imin', ('imax', exp, -252), 254)
+
+ # Now we compute two powers of 2, one for exp/2 and one for exp-exp/2.
+ # (We use ishr which isn't the same for -1, but the -1 case still works
+ # since we use exp-exp/2 as the second exponent.) While the spec
+ # technically defines ldexp as f * 2.0^exp, simply multiplying once doesn't
+ # work with denormals and doesn't allow for the full swing in exponents
+ # that you can get with normalized values. Instead, we create two powers
+ # of two and multiply by them each in turn. That way the effective range
+ # of our exponent is doubled.
+ pow2_1 = fexp2i(('ishr', exp, 1))
+ pow2_2 = fexp2i(('isub', exp, ('ishr', exp, 1)))
+ return ('fmul', ('fmul', f, pow2_1), pow2_2)
+
+optimizations += [(('ldexp', 'x', 'exp'), ldexp32('x', 'exp'))]
+
# Unreal Engine 4 demo applications open-codes bitfieldReverse()
def bitfield_reverse(u):
step1 = ('ior', ('ishl', u, 16), ('ushr', u, 16))