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// Inferno's libkern/vlrt-arm.c
// https://bitbucket.org/inferno-os/inferno-os/src/master/libkern/vlrt-arm.c
//
// Copyright © 1994-1999 Lucent Technologies Inc. All rights reserved.
// Revisions Copyright © 2000-2007 Vita Nuova Holdings Limited (www.vitanuova.com). All rights reserved.
// Portions Copyright 2009 The Go Authors. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//go:build arm || 386 || mips || mipsle
package runtime
import "unsafe"
const (
sign32 = 1 << (32 - 1)
sign64 = 1 << (64 - 1)
)
func float64toint64(d float64) (y uint64) {
_d2v(&y, d)
return
}
func float64touint64(d float64) (y uint64) {
_d2v(&y, d)
return
}
func int64tofloat64(y int64) float64 {
if y < 0 {
return -uint64tofloat64(-uint64(y))
}
return uint64tofloat64(uint64(y))
}
func uint64tofloat64(y uint64) float64 {
hi := float64(uint32(y >> 32))
lo := float64(uint32(y))
d := hi*(1<<32) + lo
return d
}
func int64tofloat32(y int64) float32 {
if y < 0 {
return -uint64tofloat32(-uint64(y))
}
return uint64tofloat32(uint64(y))
}
func uint64tofloat32(y uint64) float32 {
// divide into top 18, mid 23, and bottom 23 bits.
// (23-bit integers fit into a float32 without loss.)
top := uint32(y >> 46)
mid := uint32(y >> 23 & (1<<23 - 1))
bot := uint32(y & (1<<23 - 1))
if top == 0 {
return float32(mid)*(1<<23) + float32(bot)
}
if bot != 0 {
// Top is not zero, so the bits in bot
// won't make it into the final mantissa.
// In fact, the bottom bit of mid won't
// make it into the mantissa either.
// We only need to make sure that if top+mid
// is about to round down in a round-to-even
// scenario, and bot is not zero, we make it
// round up instead.
mid |= 1
}
return float32(top)*(1<<46) + float32(mid)*(1<<23)
}
func _d2v(y *uint64, d float64) {
x := *(*uint64)(unsafe.Pointer(&d))
xhi := uint32(x>>32)&0xfffff | 0x100000
xlo := uint32(x)
sh := 1075 - int32(uint32(x>>52)&0x7ff)
var ylo, yhi uint32
if sh >= 0 {
sh := uint32(sh)
/* v = (hi||lo) >> sh */
if sh < 32 {
if sh == 0 {
ylo = xlo
yhi = xhi
} else {
ylo = xlo>>sh | xhi<<(32-sh)
yhi = xhi >> sh
}
} else {
if sh == 32 {
ylo = xhi
} else if sh < 64 {
ylo = xhi >> (sh - 32)
}
}
} else {
/* v = (hi||lo) << -sh */
sh := uint32(-sh)
if sh <= 11 {
ylo = xlo << sh
yhi = xhi<<sh | xlo>>(32-sh)
} else {
/* overflow */
yhi = uint32(d) /* causes something awful */
}
}
if x&sign64 != 0 {
if ylo != 0 {
ylo = -ylo
yhi = ^yhi
} else {
yhi = -yhi
}
}
*y = uint64(yhi)<<32 | uint64(ylo)
}
func uint64div(n, d uint64) uint64 {
// Check for 32 bit operands
if uint32(n>>32) == 0 && uint32(d>>32) == 0 {
if uint32(d) == 0 {
panicdivide()
}
return uint64(uint32(n) / uint32(d))
}
q, _ := dodiv(n, d)
return q
}
func uint64mod(n, d uint64) uint64 {
// Check for 32 bit operands
if uint32(n>>32) == 0 && uint32(d>>32) == 0 {
if uint32(d) == 0 {
panicdivide()
}
return uint64(uint32(n) % uint32(d))
}
_, r := dodiv(n, d)
return r
}
func int64div(n, d int64) int64 {
// Check for 32 bit operands
if int64(int32(n)) == n && int64(int32(d)) == d {
if int32(n) == -0x80000000 && int32(d) == -1 {
// special case: 32-bit -0x80000000 / -1 = -0x80000000,
// but 64-bit -0x80000000 / -1 = 0x80000000.
return 0x80000000
}
if int32(d) == 0 {
panicdivide()
}
return int64(int32(n) / int32(d))
}
nneg := n < 0
dneg := d < 0
if nneg {
n = -n
}
if dneg {
d = -d
}
uq, _ := dodiv(uint64(n), uint64(d))
q := int64(uq)
if nneg != dneg {
q = -q
}
return q
}
//go:nosplit
func int64mod(n, d int64) int64 {
// Check for 32 bit operands
if int64(int32(n)) == n && int64(int32(d)) == d {
if int32(d) == 0 {
panicdivide()
}
return int64(int32(n) % int32(d))
}
nneg := n < 0
if nneg {
n = -n
}
if d < 0 {
d = -d
}
_, ur := dodiv(uint64(n), uint64(d))
r := int64(ur)
if nneg {
r = -r
}
return r
}
//go:noescape
func _mul64by32(lo64 *uint64, a uint64, b uint32) (hi32 uint32)
//go:noescape
func _div64by32(a uint64, b uint32, r *uint32) (q uint32)
//go:nosplit
func dodiv(n, d uint64) (q, r uint64) {
if GOARCH == "arm" {
// arm doesn't have a division instruction, so
// slowdodiv is the best that we can do.
return slowdodiv(n, d)
}
if GOARCH == "mips" || GOARCH == "mipsle" {
// No _div64by32 on mips and using only _mul64by32 doesn't bring much benefit
return slowdodiv(n, d)
}
if d > n {
return 0, n
}
if uint32(d>>32) != 0 {
t := uint32(n>>32) / uint32(d>>32)
var lo64 uint64
hi32 := _mul64by32(&lo64, d, t)
if hi32 != 0 || lo64 > n {
return slowdodiv(n, d)
}
return uint64(t), n - lo64
}
// d is 32 bit
var qhi uint32
if uint32(n>>32) >= uint32(d) {
if uint32(d) == 0 {
panicdivide()
}
qhi = uint32(n>>32) / uint32(d)
n -= uint64(uint32(d)*qhi) << 32
} else {
qhi = 0
}
var rlo uint32
qlo := _div64by32(n, uint32(d), &rlo)
return uint64(qhi)<<32 + uint64(qlo), uint64(rlo)
}
//go:nosplit
func slowdodiv(n, d uint64) (q, r uint64) {
if d == 0 {
panicdivide()
}
// Set up the divisor and find the number of iterations needed.
capn := n
if n >= sign64 {
capn = sign64
}
i := 0
for d < capn {
d <<= 1
i++
}
for ; i >= 0; i-- {
q <<= 1
if n >= d {
n -= d
q |= 1
}
d >>= 1
}
return q, n
}
// Floating point control word values.
// Bits 0-5 are bits to disable floating-point exceptions.
// Bits 8-9 are the precision control:
//
// 0 = single precision a.k.a. float32
// 2 = double precision a.k.a. float64
//
// Bits 10-11 are the rounding mode:
//
// 0 = round to nearest (even on a tie)
// 3 = round toward zero
var (
controlWord64 uint16 = 0x3f + 2<<8 + 0<<10
controlWord64trunc uint16 = 0x3f + 2<<8 + 3<<10
)