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			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* k_cosf.c -- float version of k_cos.c
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   Copyright (C) 2011-2017 Free Software Foundation, Inc.
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   This file is part of the GNU C Library.
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   Contributed by Adhemerval Zanella <azanella@br.ibm.com>, 2011
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   The GNU C Library is free software; you can redistribute it and/or
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   modify it under the terms of the GNU Library General Public License as
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   published by the Free Software Foundation; either version 2 of the
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   License, or (at your option) any later version.
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   The GNU C Library is distributed in the hope that it will be useful,
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   but WITHOUT ANY WARRANTY; without even the implied warranty of
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   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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   Library General Public License for more details.
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   You should have received a copy of the GNU Library General Public
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   License along with the GNU C Library; see the file COPYING.LIB.  If
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   not, see <http://www.gnu.org/licenses/>.  */
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#include <math.h>
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#include <fenv.h>
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#include <math_private.h>
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static const float twom27   = 7.4505806e-09;
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static const float dot3     = 3.0000001e-01;
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static const float dot78125 = 7.8125000e-01;
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static const float one =  1.0000000000e+00;
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static const float C1  =  4.1666667908e-02;
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static const float C2  = -1.3888889225e-03;
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static const float C3  =  2.4801587642e-05;
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static const float C4  = -2.7557314297e-07;
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static const float C5  =  2.0875723372e-09;
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static const float C6  = -1.1359647598e-11;
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float
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__kernel_cosf (float x, float y)
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{
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  float a, hz, z, r, qx;
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  float ix;
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  ix = __builtin_fabsf (x);
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  if (ix < twom27)
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    {				/* |x| < 2**-27 */
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      __feraiseexcept (FE_INEXACT);
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      return one;
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    }
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  z = x * x;
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  r = z * (C1 + z * (C2 + z * (C3 + z * (C4 + z * (C5 + z * C6)))));
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  if (ix < dot3)		/* if |x| < 0.3 */
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    return one - ((float) 0.5 * z - (z * r - x * y));
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  else
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    {
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      if (ix > dot78125)
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	{			/* x > 0.78125 */
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	  qx = (float) 0.28125;
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	}
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      else
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	{
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	  qx = ix / 4.0;
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	}
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      hz = (float) 0.5 *z - qx;
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      a = one - qx;
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      return a - (hz - (z * r - x * y));
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    }
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}
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