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Сlarify rounding #2140

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12 changes: 4 additions & 8 deletions wgsl/index.bs
Expand Up @@ -6292,7 +6292,7 @@ the following exceptions:
of NaNs and infinities.
* Implementations may ignore the sign of a zero.
That is, a zero with a positive sign may behave like a zero a with a negative sign, and vice versa.
* No rounding mode is specified.
* Rounding mode is round-to-nearest even, but implementation may truncate results to zero.
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This sounds strange to me. So is this line normatively saying what the rounding is, or is it basically "implementation defined" still?

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Maybe change implementation -> hardware?

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No, I mean - this says there are 2 possible behaviors: rounding to even and truncation to zero. Aren't those conflicting?

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I suppose we can't guarantee round-to-nearest-even for all cases, because sometime it works like round to zero (or truncation in other words). DX11 have term hardware so probably it fit better here too. From DX11: "hardware is allowed to truncate results to 32-bit rather than perform round-to-nearest-even"

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ok, I was thinking about round() builtin, not general rounding.
FYI, we can't talk about "hardware" directly in the spec.

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Yea, so this is some kind of trade off.

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The reason no rounding mode was specified is because underlying implementations are unconstrained that way.

Are you trying to constrain it to exactly one of two possibilities: round-to-even and round-to-zero?

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This is just editorial PR. But I wanted to constraint it as a superset of Spir-V, MSL and DX. Or even better to specify that it is loosely round-to-nearest.

Firefox/Chrome is doing well and hope Safari will do it in the same way. But according to spec 2+2=666 is legit rounding and I think it is a good counterexample to fix this.

* Implementations may flush denormalized value on the input and/or output of
any operation listed in [[#floating-point-accuracy]].
* Other operations are required to preserve denormalized numbers.
Expand All @@ -6310,9 +6310,6 @@ The <dfn>correctly rounded</dfn> result of the operation for floating point type

</div>

That is, the result may be rounded up or down:
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We have to keep this.

[SHORTNAME] does not specify a rounding mode.

Note: Floating point types include positive and negative infinity, so
the correctly rounded result may be finite or infinite.

Expand Down Expand Up @@ -6419,8 +6416,9 @@ However, the result may not be the same when computed in floating point.
The reassociated result may be inaccurate due to approximation, or may trigger
an overflow or NaN when computing intermediate results.

An implementation may reassociate and/or fuse operations if the optimization is
at least as accurate as the original formulation.
<dfn noexport>Fusing</dfn> occur when two floating-point operation performed in one step.
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The example of multiply-then-add is s less general than the original statement.
Also, the original statement constrains accuracy. So I think this part of the change is not good.


* `a * b + c` is calculated with one or sequence of two correctly rounded operations.

### Floating point conversion ### {#floating-point-conversion}

Expand Down Expand Up @@ -6463,8 +6461,6 @@ Then, for example, integers 2<sup>28</sup> and 1+2<sup>28</sup> both map to the
least significant 1 bit is not representable by the floating point format.
This kind of collision occurs for pairs of adjacent integers with a magnitude of at least 2<sup>25</sup>.

Issue: (dneto) Default rounding mode is an implementation choice. Is that what we want?
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Issue: Check behaviour of the f32 to f16 conversion for numbers just beyond the max normal f16 values.
I've written what an NVIDIA GPU does. See https://github.com/google/amber/pull/918 for an executable test case.

Expand Down