LibM: Improve accuracy of rounding related functions

Patch from Anonymous.
This commit is contained in:
Andreas Kling 2021-02-05 09:09:00 +01:00
parent edd2362f39
commit 6622ad8895
Notes: sideshowbarker 2024-07-18 22:35:09 +09:00
2 changed files with 112 additions and 40 deletions

View File

@ -57,11 +57,106 @@ constexpr size_t product_odd<1>() { return 1; }
template<size_t value>
constexpr size_t product_odd() { return value * product_odd<value - 2>(); }
enum class RoundingMode {
ToZero,
Up,
Down,
ToEven
};
template<typename T>
union FloatExtractor;
template<>
union FloatExtractor<double> {
static const int mantissa_bits = 52;
static const int exponent_bias = 1023;
struct {
unsigned long long mantissa : 52;
unsigned exponent : 11;
int sign : 1;
};
double d;
};
template<>
union FloatExtractor<float> {
static const int mantissa_bits = 23;
static const int exponent_bias = 127;
struct {
unsigned long long mantissa : 23;
unsigned exponent : 8;
int sign : 1;
};
float d;
};
// This is much branchier than it really needs to be
template<typename FloatType>
static FloatType internal_to_integer(FloatType x, RoundingMode rounding_mode)
{
if (!isfinite(x))
return x;
using Extractor = FloatExtractor<decltype(x)>;
Extractor extractor;
extractor.d = x;
auto unbiased_exponent = extractor.exponent - Extractor::exponent_bias;
bool round = false;
bool guard = false;
if (unbiased_exponent < 0) {
// it was easier to special case [0..1) as it saves us from
// handling subnormals, underflows, etc
if (unbiased_exponent == -1) {
round = true;
}
guard = extractor.mantissa != 0;
extractor.mantissa = 0;
extractor.exponent = 0;
} else {
if (unbiased_exponent >= Extractor::mantissa_bits)
return x;
auto dead_bitcount = Extractor::mantissa_bits - unbiased_exponent;
auto dead_mask = (1ull << dead_bitcount) - 1;
auto dead_bits = extractor.mantissa & dead_mask;
extractor.mantissa &= ~dead_mask;
auto guard_mask = dead_mask >> 1;
guard = (dead_bits & guard_mask) != 0;
round = (dead_bits & ~guard_mask) != 0;
}
bool should_round = false;
switch (rounding_mode) {
case RoundingMode::ToEven:
should_round = round;
break;
case RoundingMode::Up:
if (!extractor.sign)
should_round = guard || round;
break;
case RoundingMode::Down:
if (extractor.sign)
should_round = guard || round;
break;
case RoundingMode::ToZero:
break;
}
if (should_round) {
// We could do this ourselves, but this saves us from manually
// handling overflow.
if (extractor.sign)
extractor.d -= 1.0;
else
extractor.d += 1.0;
}
return extractor.d;
}
extern "C" {
double trunc(double x) NOEXCEPT
{
return (int64_t)x;
return internal_to_integer(x, RoundingMode::ToZero);
}
double cos(double angle) NOEXCEPT
@ -404,73 +499,48 @@ long double frexpl(long double, int*) NOEXCEPT
double round(double value) NOEXCEPT
{
// FIXME: Please fix me. I am naive.
if (value >= 0.0)
return (double)(int)(value + 0.5);
return (double)(int)(value - 0.5);
return internal_to_integer(value, RoundingMode::ToEven);
}
float roundf(float value) NOEXCEPT
{
// FIXME: Please fix me. I am naive.
if (value >= 0.0f)
return (float)(int)(value + 0.5f);
return (float)(int)(value - 0.5f);
return internal_to_integer(value, RoundingMode::ToEven);
}
float floorf(float value) NOEXCEPT
{
if (value >= 0)
return (int)value;
int intvalue = (int)value;
return ((float)intvalue == value) ? intvalue : intvalue - 1;
return internal_to_integer(value, RoundingMode::Down);
}
double floor(double value) NOEXCEPT
{
if (value >= 0)
return (int)value;
int intvalue = (int)value;
return ((double)intvalue == value) ? intvalue : intvalue - 1;
return internal_to_integer(value, RoundingMode::Down);
}
double rint(double value) NOEXCEPT
{
return (int)roundf(value);
// This should be the current rounding mode
return internal_to_integer(value, RoundingMode::ToEven);
}
float ceilf(float value) NOEXCEPT
{
// FIXME: Please fix me. I am naive.
int as_int = (int)value;
if (value == (float)as_int)
return as_int;
if (value < 0) {
if (as_int == 0)
return -0;
return as_int;
}
return as_int + 1;
return internal_to_integer(value, RoundingMode::Up);
}
double ceil(double value) NOEXCEPT
{
// FIXME: Please fix me. I am naive.
int as_int = (int)value;
if (value == (double)as_int)
return as_int;
if (value < 0) {
if (as_int == 0)
return -0;
return as_int;
}
return as_int + 1;
return internal_to_integer(value, RoundingMode::Up);
}
double modf(double x, double* intpart) NOEXCEPT
{
*intpart = (double)((int)(x));
return x - (int)x;
double integer_part = internal_to_integer(x, RoundingMode::ToZero);
*intpart = integer_part;
auto fraction = x - integer_part;
if (signbit(fraction) != signbit(x))
fraction = -fraction;
return fraction;
}
double gamma(double x) NOEXCEPT

View File

@ -90,6 +90,8 @@ double ceil(double) NOEXCEPT;
float ceilf(float) NOEXCEPT;
double floor(double) NOEXCEPT;
float floorf(float) NOEXCEPT;
double trunc(double) NOEXCEPT;
float truncf(float) NOEXCEPT;
double round(double) NOEXCEPT;
float roundf(float) NOEXCEPT;
double fabs(double) NOEXCEPT;