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Roland Scheidegger authored
I am not able to find _any_ rounding behavior specified for OpenGL for float to half-float conversions. However, it is specified for fp11/fp10 which suggests round to next finite value but round-to-zero would also be allowed, but finite values must not be flushed to infinity in either case. Hence I believe it makes sense to do the same for half-floats too. We could probably also use round-to-zero consistently, which is in fact required by d3d10 (but it doesn't seem to matter much). Does not match the mesa core function doing the same though (which is saying it was built to match intel gpus which I don't believe for a second as it would cause failures in d3d10, moreover the PRM (for ivy bridge, not listed in older manuals) while not specifying rounding behavior clearly states finite numbers are never flushed to infinity). Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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