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@@ -1,10 +1,11 @@
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/*
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-** $Id: lcode.c,v 2.69 2013/05/06 17:22:16 roberto Exp roberto $
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+** $Id: lcode.c,v 2.70 2013/06/20 17:37:31 roberto Exp roberto $
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** Code generator for Lua
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** See Copyright Notice in lua.h
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*/
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+#include <math.h>
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#include <stdlib.h>
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#define lcode_c
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@@ -26,6 +27,14 @@
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#include "lvm.h"
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+/* test for x == -0 */
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+#if defined(signbit)
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+#define isminuszero(x) ((x) == 0.0 && signbit(x))
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+#else
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+#define isminuszero(x) ((x) == 0.0 && 1.0/(x) < 0.0)
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+#endif
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+
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+
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#define hasjumps(e) ((e)->t != (e)->f)
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@@ -332,30 +341,28 @@ int luaK_stringK (FuncState *fs, TString *s) {
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}
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+/*
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+** use userdata as key to avoid collision with float with same value;
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+** conversion to 'void*' used only for hash, no "precision" problems
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+*/
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int luaK_intK (FuncState *fs, lua_Integer n) {
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TValue k, o;
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- /* use userdata as key to avoid collision with float with same value;
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- conversion to 'void*' used only for hash, no "precision" problems */
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setpvalue(&k, cast(void*, cast(size_t, n)));
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setivalue(&o, n);
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return addk(fs, &k, &o);
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}
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+/*
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+** Both NaN and -0.0 should not go to the constant table, as they have
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+** problems with the hashing. (NaN is not ** a valid key,
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+** -0.0 collides with +0.0.)
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+*/
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static int luaK_numberK (FuncState *fs, lua_Number r) {
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- int n;
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- lua_State *L = fs->ls->L;
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TValue o;
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+ lua_assert(!luai_numisnan(NULL, r) && !isminuszero(r));
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setnvalue(&o, r);
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- if (r != 0 && !luai_numisnan(NULL, r)) /* avoid -0 and NaN */
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- n = addk(fs, &o, &o); /* regular case */
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- else { /* handle -0 and NaN */
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- /* use raw representation as key to avoid numeric problems */
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- setsvalue(L, L->top++, luaS_newlstr(L, (char *)&r, sizeof(r)));
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- n = addk(fs, L->top - 1, &o);
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- L->top--;
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- }
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- return n;
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+ return addk(fs, &o, &o);
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}
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@@ -755,8 +762,11 @@ static int constfolding (OpCode op, expdesc *e1, expdesc *e2) {
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e1->u.ival = ivalue(&res);
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}
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else {
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+ lua_Number n = fltvalue(&res);
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+ if (luai_numisnan(NULL, n) || isminuszero(n))
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+ return 0; /* folds neither NaN nor -0 */
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e1->k = VKFLT;
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- e1->u.nval = fltvalue(&res);
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+ e1->u.nval = n;
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}
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return 1;
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}
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