Implement the f16tof32
HLSL Function
#99112
Labels
backend:DirectX
backend:SPIR-V
bot:HLSL
HLSL
HLSL Language Support
metabug
Issue to collect references to a group of similar or related issues.
f16tof32
clang builtin,f16tof32
clang builtin withhlsl_intrinsics.h
f16tof32
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
f16tof32
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/f16tof32.hlsl
clang/test/SemaHLSL/BuiltIns/f16tof32-errors.hlsl
int_dx_f16tof32
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_f16tof32
to131
inDXIL.td
f16tof32.ll
andf16tof32_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_f16tof32
intrinsic inIntrinsicsSPIRV.td
f16tof32
lowering and map it toint_spv_f16tof32
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/f16tof32.ll
DirectX
SPIR-V
UnpackHalf2x16:
Description:
UnpackHalf2x16
Result is the two-component floating-point vector with components
obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit
values, interpreting those values as 16-bit floating-point numbers
according to the OpenGL Specification, and converting them to 32-bit
floating-point values. Subnormal numbers are either preserved or flushed
to zero, consistently within an implemenation.
The first component of the vector is obtained from the 16
least-significant bits of v; the second component is obtained from the
16 most-significant bits of v.
The v operand must be a scalar with 32-bit integer type.
Result Type must be a vector of 2 components whose type is 32-bit
floating point.
62
<id>
v
Test Case(s)
Example 1
HLSL:
Converts the float16 stored in the low-half of the uint to a float.
Syntax
Parameters
value [in]
Type: uint
The input value.
Return value
Type: float
The converted value.
Remarks
The following overloaded versions are also available:
Minimum Shader Model
This function is supported in the following shader models.
Although this function is available in Shader Model 4 and higher shader models, because it is emulated in 4.0 and 4.1, it is less perfomant on these shader models than it is on Shader Model 5.
This function is supported in the following types of shaders:
See also
Intrinsic Functions
Shader Model 5
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