[clang] [HLSL] Implement D3DCOLORtoUBYTE4 intrinsic (PR #122202)
Deric Cheung via cfe-commits
cfe-commits at lists.llvm.org
Mon Jan 13 09:44:24 PST 2025
================
@@ -41,6 +41,14 @@ constexpr enable_if_t<sizeof(U) == sizeof(T), U> bit_cast(T F) {
return __builtin_bit_cast(U, F);
}
+constexpr vector<uint, 4> d3d_color_to_ubyte4_impl(vector<float, 4> V) {
+ // Use the same scaling factor used by FXC (i.e., 255.001953)
+ // Excerpt from stackoverflow discussion:
+ // "Built-in rounding, necessary because of truncation. 0.001953 * 256 = 0.5"
+ // https://stackoverflow.com/questions/52103720/why-does-d3dcolortoubyte4-multiplies-components-by-255-001953f
----------------
Icohedron wrote:
I revised the comment to mention that the scaling factor is the same as FXC and also the DXC DXIL implementation.
I also kept the link to the stackoverflow discussion, as the comments in the DXC DXIL implementation referred to it but did not provide a link, which I think is kind of important.
Are these new comments more suitable? Or should I just simply just provide a link to the DXC implementation and cut out the repetition?
https://github.com/llvm/llvm-project/pull/122202
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