/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Routines for converting between pixel data types, // with well-defined behavior for exceptional cases. // //----------------------------------------------------------------------------- #include #include namespace Imf { namespace { inline bool isNegative (float f) { union {float f; int i;} u; u.f = f; return (u.i & 0x80000000) != 0; } inline bool isNan (float f) { union {float f; int i;} u; u.f = f; return (u.i & 0x7fffffff) > 0x7f800000; } inline bool isInfinity (float f) { union {float f; int i;} u; u.f = f; return (u.i & 0x7fffffff) == 0x7f800000; } inline bool isFinite (float f) { union {float f; int i;} u; u.f = f; return (u.i & 0x7f800000) != 0x7f800000; } } // namespace unsigned int halfToUint (half h) { if (h.isNegative() || h.isNan()) return 0; if (h.isInfinity()) return UINT_MAX; return (unsigned int) h; } unsigned int floatToUint (float f) { if (isNegative (f) || isNan (f)) return 0; if (isInfinity (f) || f > UINT_MAX) return UINT_MAX; return (unsigned int) f; } half uintToHalf (unsigned int ui) { if (ui > HALF_MAX) return half::posInf(); return half (ui); } half floatToHalf (float f) { if (isFinite (f)) { if (f > HALF_MAX) return half::posInf(); if (f < -HALF_MAX) return half::negInf(); } return half (f); } } // namespace Imf