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- // Licensed to the .NET Foundation under one or more agreements.
- // The .NET Foundation licenses this file to you under the MIT license.
- // See the LICENSE file in the project root for more information.
- /*============================================================
- **
- ** Purpose: Some single-precision floating-point math operations
- **
- ===========================================================*/
- //This class contains only static members and doesn't require serialization.
- using System.Runtime;
- using System.Runtime.CompilerServices;
- namespace System
- {
- public static partial class MathF
- {
- public const float E = 2.71828183f;
- public const float PI = 3.14159265f;
- private const int maxRoundingDigits = 6;
- // This table is required for the Round function which can specify the number of digits to round to
- private static float[] roundPower10Single = new float[] {
- 1e0f, 1e1f, 1e2f, 1e3f, 1e4f, 1e5f, 1e6f
- };
- private const float singleRoundLimit = 1e8f;
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float Abs(float x)
- {
- return Math.Abs(x);
- }
- public static float BitDecrement(float x)
- {
- var bits = BitConverter.SingleToInt32Bits(x);
- if ((bits & 0x7F800000) >= 0x7F800000)
- {
- // NaN returns NaN
- // -Infinity returns -Infinity
- // +Infinity returns float.MaxValue
- return (bits == 0x7F800000) ? float.MaxValue : x;
- }
- if (bits == 0x00000000)
- {
- // +0.0 returns -float.Epsilon
- return -float.Epsilon;
- }
- // Negative values need to be incremented
- // Positive values need to be decremented
- bits += ((bits < 0) ? +1 : -1);
- return BitConverter.Int32BitsToSingle(bits);
- }
- public static float BitIncrement(float x)
- {
- var bits = BitConverter.SingleToInt32Bits(x);
- if ((bits & 0x7F800000) >= 0x7F800000)
- {
- // NaN returns NaN
- // -Infinity returns float.MinValue
- // +Infinity returns +Infinity
- return (bits == unchecked((int)(0xFF800000))) ? float.MinValue : x;
- }
- if (bits == unchecked((int)(0x80000000)))
- {
- // -0.0 returns float.Epsilon
- return float.Epsilon;
- }
- // Negative values need to be decremented
- // Positive values need to be incremented
- bits += ((bits < 0) ? -1 : +1);
- return BitConverter.Int32BitsToSingle(bits);
- }
- public static unsafe float CopySign(float x, float y)
- {
- // This method is required to work for all inputs,
- // including NaN, so we operate on the raw bits.
- var xbits = BitConverter.SingleToInt32Bits(x);
- var ybits = BitConverter.SingleToInt32Bits(y);
- // If the sign bits of x and y are not the same,
- // flip the sign bit of x and return the new value;
- // otherwise, just return x
- if ((xbits ^ ybits) < 0)
- {
- return BitConverter.Int32BitsToSingle(xbits ^ int.MinValue);
- }
- return x;
- }
- public static float IEEERemainder(float x, float y)
- {
- if (float.IsNaN(x))
- {
- return x; // IEEE 754-2008: NaN payload must be preserved
- }
- if (float.IsNaN(y))
- {
- return y; // IEEE 754-2008: NaN payload must be preserved
- }
- var regularMod = x % y;
- if (float.IsNaN(regularMod))
- {
- return float.NaN;
- }
- if ((regularMod == 0) && float.IsNegative(x))
- {
- return float.NegativeZero;
- }
- var alternativeResult = (regularMod - (Abs(y) * Sign(x)));
- if (Abs(alternativeResult) == Abs(regularMod))
- {
- var divisionResult = x / y;
- var roundedResult = Round(divisionResult);
- if (Abs(roundedResult) > Abs(divisionResult))
- {
- return alternativeResult;
- }
- else
- {
- return regularMod;
- }
- }
- if (Abs(alternativeResult) < Abs(regularMod))
- {
- return alternativeResult;
- }
- else
- {
- return regularMod;
- }
- }
- public static float Log(float x, float y)
- {
- if (float.IsNaN(x))
- {
- return x; // IEEE 754-2008: NaN payload must be preserved
- }
- if (float.IsNaN(y))
- {
- return y; // IEEE 754-2008: NaN payload must be preserved
- }
- if (y == 1)
- {
- return float.NaN;
- }
- if ((x != 1) && ((y == 0) || float.IsPositiveInfinity(y)))
- {
- return float.NaN;
- }
- return Log(x) / Log(y);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float Max(float x, float y)
- {
- return Math.Max(x, y);
- }
- public static float MaxMagnitude(float x, float y)
- {
- // When x and y are both finite or infinite, return the larger magnitude
- // * We count +0.0 as larger than -0.0 to match MSVC
- // When x or y, but not both, are NaN return the opposite
- // * We return the opposite if either is NaN to match MSVC
- if (float.IsNaN(x))
- {
- return y;
- }
- if (float.IsNaN(y))
- {
- return x;
- }
- // We do this comparison first and separately to handle the -0.0 to +0.0 comparision
- // * Doing (ax < ay) first could get transformed into (ay >= ax) by the JIT which would
- // then return an incorrect value
- float ax = Abs(x);
- float ay = Abs(y);
- if (ax == ay)
- {
- return float.IsNegative(x) ? y : x;
- }
- return (ax < ay) ? y : x;
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float Min(float x, float y)
- {
- return Math.Min(x, y);
- }
- public static float MinMagnitude(float x, float y)
- {
- // When x and y are both finite or infinite, return the smaller magnitude
- // * We count -0.0 as smaller than -0.0 to match MSVC
- // When x or y, but not both, are NaN return the opposite
- // * We return the opposite if either is NaN to match MSVC
- if (float.IsNaN(x))
- {
- return y;
- }
- if (float.IsNaN(y))
- {
- return x;
- }
- // We do this comparison first and separately to handle the -0.0 to +0.0 comparision
- // * Doing (ax < ay) first could get transformed into (ay >= ax) by the JIT which would
- // then return an incorrect value
- float ax = Abs(x);
- float ay = Abs(y);
- if (ax == ay)
- {
- return float.IsNegative(x) ? x : y;
- }
- return (ax < ay) ? x : y;
- }
- [Intrinsic]
- public static float Round(float x)
- {
- // ************************************************************************************
- // IMPORTANT: Do not change this implementation without also updating Math.Round(double),
- // FloatingPointUtils::round(double), and FloatingPointUtils::round(float)
- // ************************************************************************************
-
- // If the number has no fractional part do nothing
- // This shortcut is necessary to workaround precision loss in borderline cases on some platforms
- if (x == (float)((int)x))
- {
- return x;
- }
- // We had a number that was equally close to 2 integers.
- // We need to return the even one.
- float flrTempVal = Floor(x + 0.5f);
- if ((x == (Floor(x) + 0.5f)) && (FMod(flrTempVal, 2.0f) != 0))
- {
- flrTempVal -= 1.0f;
- }
- return CopySign(flrTempVal, x);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float Round(float x, int digits)
- {
- return Round(x, digits, MidpointRounding.ToEven);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float Round(float x, MidpointRounding mode)
- {
- return Round(x, 0, mode);
- }
- public static unsafe float Round(float x, int digits, MidpointRounding mode)
- {
- if ((digits < 0) || (digits > maxRoundingDigits))
- {
- throw new ArgumentOutOfRangeException(nameof(digits), SR.ArgumentOutOfRange_RoundingDigits);
- }
- if (mode < MidpointRounding.ToEven || mode > MidpointRounding.ToPositiveInfinity)
- {
- throw new ArgumentException(SR.Format(SR.Argument_InvalidEnumValue, mode, nameof(MidpointRounding)), nameof(mode));
- }
- if (Abs(x) < singleRoundLimit)
- {
- var power10 = roundPower10Single[digits];
- x *= power10;
- switch (mode)
- {
- // Rounds to the nearest value; if the number falls midway,
- // it is rounded to the nearest value with an even least significant digit
- case MidpointRounding.ToEven:
- {
- x = Round(x);
- break;
- }
- // Rounds to the nearest value; if the number falls midway,
- // it is rounded to the nearest value above (for positive numbers) or below (for negative numbers)
- case MidpointRounding.AwayFromZero:
- {
- float fraction = ModF(x, &x);
- if (Abs(fraction) >= 0.5)
- {
- x += Sign(fraction);
- }
- break;
- }
- // Directed rounding: Round to the nearest value, toward to zero
- case MidpointRounding.ToZero:
- {
- x = Truncate(x);
- break;
- }
- // Directed Rounding: Round down to the next value, toward negative infinity
- case MidpointRounding.ToNegativeInfinity:
- {
- x = Floor(x);
- break;
- }
- // Directed rounding: Round up to the next value, toward positive infinity
- case MidpointRounding.ToPositiveInfinity:
- {
- x = Ceiling(x);
- break;
- }
- default:
- {
- throw new ArgumentException(SR.Format(SR.Argument_InvalidEnumValue, mode, nameof(MidpointRounding)), nameof(mode));
- }
- }
-
- x /= power10;
- }
- return x;
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static int Sign(float x)
- {
- return Math.Sign(x);
- }
- public static unsafe float Truncate(float x)
- {
- ModF(x, &x);
- return x;
- }
- }
- }
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