1 /* $NetBSD: fpu_sqrt.c,v 1.1.24.3 2004/09/21 13:20:34 skrll Exp $ */
4 * Copyright (c) 1992, 1993
5 * The Regents of the University of California. All rights reserved.
7 * This software was developed by the Computer Systems Engineering group
8 * at Lawrence Berkeley Laboratory under DARPA contract BG 91-66 and
9 * contributed to Berkeley.
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13 * This product includes software developed by the University of
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40 * @(#)fpu_sqrt.c 8.1 (Berkeley) 6/11/93
44 * Perform an FPU square root (return sqrt(x)).
47 #include <sys/cdefs.h>
48 __KERNEL_RCSID(0, "$NetBSD: fpu_sqrt.c,v 1.1.24.3 2004/09/21 13:20:34 skrll Exp $");
50 #include <sys/types.h>
51 #if defined(DIAGNOSTIC)||defined(DEBUG)
52 #include <sys/systm.h>
55 #include <machine/reg.h>
56 #include <machine/fpu.h>
58 #include <powerpc/fpu/fpu_arith.h>
59 #include <powerpc/fpu/fpu_emu.h>
62 * Our task is to calculate the square root of a floating point number x0.
63 * This number x normally has the form:
66 * x = mant * 2 (where 1 <= mant < 2 and exp is an integer)
68 * This can be left as it stands, or the mantissa can be doubled and the
69 * exponent decremented:
72 * x = (2 * mant) * 2 (where 2 <= 2 * mant < 4)
74 * If the exponent `exp' is even, the square root of the number is best
75 * handled using the first form, and is by definition equal to:
78 * sqrt(x) = sqrt(mant) * 2
80 * If exp is odd, on the other hand, it is convenient to use the second
84 * sqrt(x) = sqrt(2 * mant) * 2
86 * In the first case, we have
92 * sqrt(1) <= sqrt(mant) < sqrt(2)
94 * while in the second case we have
100 * sqrt(2) <= sqrt(2*mant) < sqrt(4)
102 * so that in any case, we are sure that
104 * sqrt(1) <= sqrt(n * mant) < sqrt(4), n = 1 or 2
108 * 1 <= sqrt(n * mant) < 2, n = 1 or 2.
110 * This root is therefore a properly formed mantissa for a floating
111 * point number. The exponent of sqrt(x) is either exp/2 or (exp-1)/2
112 * as above. This leaves us with the problem of finding the square root
113 * of a fixed-point number in the range [1..4).
115 * Though it may not be instantly obvious, the following square root
116 * algorithm works for any integer x of an even number of bits, provided
117 * that no overflows occur:
120 * for k = NBITS-1 to 0 step -1 do -- for each digit in the answer...
121 * x *= 2 -- multiply by radix, for next digit
122 * if x >= 2q + 2^k then -- if adding 2^k does not
123 * x -= 2q + 2^k -- exceed the correct root,
124 * q += 2^k -- add 2^k and adjust x
127 * sqrt = q / 2^(NBITS/2) -- (and any remainder is in x)
129 * If NBITS is odd (so that k is initially even), we can just add another
130 * zero bit at the top of x. Doing so means that q is not going to acquire
131 * a 1 bit in the first trip around the loop (since x0 < 2^NBITS). If the
132 * final value in x is not needed, or can be off by a factor of 2, this is
133 * equivalant to moving the `x *= 2' step to the bottom of the loop:
135 * for k = NBITS-1 to 0 step -1 do if ... fi; x *= 2; done
137 * and the result q will then be sqrt(x0) * 2^floor(NBITS / 2).
138 * (Since the algorithm is destructive on x, we will call x's initial
139 * value, for which q is some power of two times its square root, x0.)
141 * If we insert a loop invariant y = 2q, we can then rewrite this using
145 * for (k = NBITS; --k >= 0;) {
146 * #if (NBITS is even)
160 * If x0 is fixed point, rather than an integer, we can simply alter the
161 * scale factor between q and sqrt(x0). As it happens, we can easily arrange
162 * for the scale factor to be 2**0 or 1, so that sqrt(x0) == q.
164 * In our case, however, x0 (and therefore x, y, q, and t) are multiword
165 * integers, which adds some complication. But note that q is built one
166 * bit at a time, from the top down, and is not used itself in the loop
167 * (we use 2q as held in y instead). This means we can build our answer
168 * in an integer, one word at a time, which saves a bit of work. Also,
169 * since 1 << k is always a `new' bit in q, 1 << k and 1 << (k+1) are
170 * `new' bits in y and we can set them with an `or' operation rather than
171 * a full-blown multiword add.
173 * We are almost done, except for one snag. We must prove that none of our
174 * intermediate calculations can overflow. We know that x0 is in [1..4)
175 * and therefore the square root in q will be in [1..2), but what about x,
178 * We know that y = 2q at the beginning of each loop. (The relation only
179 * fails temporarily while y and q are being updated.) Since q < 2, y < 4.
180 * The sum in t can, in our case, be as much as y+(1<<1) = y+2 < 6, and.
181 * Furthermore, we can prove with a bit of work that x never exceeds y by
182 * more than 2, so that even after doubling, 0 <= x < 8. (This is left as
183 * an exercise to the reader, mostly because I have become tired of working
186 * If our floating point mantissas (which are of the form 1.frac) occupy
187 * B+1 bits, our largest intermediary needs at most B+3 bits, or two extra.
188 * In fact, we want even one more bit (for a carry, to avoid compares), or
189 * three extra. There is a comment in fpu_emu.h reminding maintainers of
190 * this, so we have some justification in assuming it.
193 fpu_sqrt(struct fpemu
*fe
)
195 struct fpn
*x
= &fe
->fe_f1
;
197 u_int x0
, x1
, x2
, x3
;
198 u_int y0
, y1
, y2
, y3
;
199 u_int d0
, d1
, d2
, d3
;
204 * Take care of special cases first. In order:
209 * sqrt(x < 0) = NaN (including sqrt(-Inf))
212 * Then all that remains are numbers with mantissas in [1..2).
214 DPRINTF(FPE_REG
, ("fpu_sqer:\n"));
216 DPRINTF(FPE_REG
, ("=>\n"));
218 fe
->fe_cx
|= FPSCR_VXSNAN
;
223 fe
->fe_cx
|= FPSCR_ZX
;
224 x
->fp_class
= FPC_INF
;
229 return (fpu_newnan(fe
));
232 fe
->fe_cx
|= FPSCR_VXSQRT
;
238 * Calculate result exponent. As noted above, this may involve
239 * doubling the mantissa. We will also need to double x each
240 * time around the loop, so we define a macro for this here, and
241 * we break out the multiword mantissa.
243 #ifdef FPU_SHL1_BY_ADD
245 FPU_ADDS(x3, x3, x3); FPU_ADDCS(x2, x2, x2); \
246 FPU_ADDCS(x1, x1, x1); FPU_ADDC(x0, x0, x0); \
250 x0 = (x0 << 1) | (x1 >> 31); x1 = (x1 << 1) | (x2 >> 31); \
251 x2 = (x2 << 1) | (x3 >> 31); x3 <<= 1; \
254 #if (FP_NMANT & 1) != 0
255 # define ODD_DOUBLE DOUBLE_X
256 # define EVEN_DOUBLE /* nothing */
258 # define ODD_DOUBLE /* nothing */
259 # define EVEN_DOUBLE DOUBLE_X
266 if (e
& 1) /* exponent is odd; use sqrt(2mant) */
268 /* THE FOLLOWING ASSUMES THAT RIGHT SHIFT DOES SIGN EXTENSION */
269 x
->fp_exp
= e
>> 1; /* calculates (e&1 ? (e-1)/2 : e/2 */
272 * Now calculate the mantissa root. Since x is now in [1..4),
273 * we know that the first trip around the loop will definitely
274 * set the top bit in q, so we can do that manually and start
275 * the loop at the next bit down instead. We must be sure to
276 * double x correctly while doing the `known q=1.0'.
278 * We do this one mantissa-word at a time, as noted above, to
279 * save work. To avoid `(1 << 31) << 1', we also do the top bit
280 * outside of each per-word loop.
282 * The calculation `t = y + bit' breaks down into `t0 = y0, ...,
283 * t3 = y3, t? |= bit' for the appropriate word. Since the bit
284 * is always a `new' one, this means that three of the `t?'s are
285 * just the corresponding `y?'; we use `#define's here for this.
286 * The variable `tt' holds the actual `t?' variable.
293 /* if (x >= (t0 = y0 | bit)) { */ /* always true */
299 while ((bit
>>= 1) != 0) { /* for remaining bits in q0 */
301 t0
= y0
| bit
; /* t = y + bit */
302 if (x0
>= t0
) { /* if x >= t then */
303 x0
-= t0
; /* x -= t */
304 q
|= bit
; /* q += bit */
305 y0
|= bit
<< 1; /* y += bit << 1 */
312 /* calculate q1. note (y0&1)==0. */
320 FPU_SUBS(d1
, x1
, t1
);
321 FPU_SUBC(d0
, x0
, t0
); /* d = x - t */
322 if ((int)d0
>= 0) { /* if d >= 0 (i.e., x >= t) then */
323 x0
= d0
, x1
= d1
; /* x -= t */
324 q
= bit
; /* q += bit */
325 y0
|= 1; /* y += bit << 1 */
328 while ((bit
>>= 1) != 0) { /* for remaining bits in q1 */
329 EVEN_DOUBLE
; /* as before */
331 FPU_SUBS(d1
, x1
, t1
);
332 FPU_SUBC(d0
, x0
, t0
);
343 /* calculate q2. note (y1&1)==0; y0 (aka t0) is fixed. */
351 FPU_SUBS(d2
, x2
, t2
);
352 FPU_SUBCS(d1
, x1
, t1
);
353 FPU_SUBC(d0
, x0
, t0
);
355 x0
= d0
, x1
= d1
, x2
= d2
;
357 y1
|= 1; /* now t1, y1 are set in concrete */
360 while ((bit
>>= 1) != 0) {
363 FPU_SUBS(d2
, x2
, t2
);
364 FPU_SUBCS(d1
, x1
, t1
);
365 FPU_SUBC(d0
, x0
, t0
);
367 x0
= d0
, x1
= d1
, x2
= d2
;
376 /* calculate q3. y0, t0, y1, t1 all fixed; y2, t2, almost done. */
384 FPU_SUBS(d3
, x3
, t3
);
385 FPU_SUBCS(d2
, x2
, t2
);
386 FPU_SUBCS(d1
, x1
, t1
);
387 FPU_SUBC(d0
, x0
, t0
);
390 x0
= d0
, x1
= d1
, x2
= d2
;
394 while ((bit
>>= 1) != 0) {
397 FPU_SUBS(d3
, x3
, t3
);
398 FPU_SUBCS(d2
, x2
, t2
);
399 FPU_SUBCS(d1
, x1
, t1
);
400 FPU_SUBC(d0
, x0
, t0
);
402 x0
= d0
, x1
= d1
, x2
= d2
;
411 * The result, which includes guard and round bits, is exact iff
412 * x is now zero; any nonzero bits in x represent sticky bits.
414 x
->fp_sticky
= x0
| x1
| x2
| x3
;