The following assumes that HLSL source is used as an input for shader compilation, glslang is used to compile it to SPIRV, and then SPIRV-Cross is optionally used to compile the result to MSL/GLSL.
First, make sure you use min16floatN type instead of halfN type. This is necessary because glslang treats halfN type (with default compilation options) as floatN because unfortunately that's what DX10 does as well.
#define half min16float
#define half2 min16float2
#define half3 min16float3