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We already have a LICENSE file that covers the Zig Standard Library. We no longer need to remind everyone that the license is MIT in every single file. Previously this was introduced to clarify the situation for a fork of Zig that made Zig's LICENSE file harder to find, and replaced it with their own license that required annual payments to their company. However that fork now appears to be dead. So there is no need to reinforce the copyright notice in every single file.
132 lines
3.9 KiB
Zig
132 lines
3.9 KiB
Zig
const std = @import("std");
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const Log2Int = std.math.Log2Int;
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const native_endian = std.Target.current.cpu.arch.endian();
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fn Dwords(comptime T: type, comptime signed_half: bool) type {
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return extern union {
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pub const bits = @divExact(@typeInfo(T).Int.bits, 2);
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pub const HalfTU = std.meta.Int(.unsigned, bits);
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pub const HalfTS = std.meta.Int(.signed, bits);
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pub const HalfT = if (signed_half) HalfTS else HalfTU;
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all: T,
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s: if (native_endian == .Little)
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struct { low: HalfT, high: HalfT }
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else
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struct { high: HalfT, low: HalfT },
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};
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}
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// Arithmetic shift left
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// Precondition: 0 <= b < bits_in_dword
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pub fn ashlXi3(comptime T: type, a: T, b: i32) T {
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const dwords = Dwords(T, false);
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const S = Log2Int(dwords.HalfT);
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const input = dwords{ .all = a };
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var output: dwords = undefined;
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if (b >= dwords.bits) {
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output.s.low = 0;
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output.s.high = input.s.low << @intCast(S, b - dwords.bits);
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} else if (b == 0) {
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return a;
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} else {
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output.s.low = input.s.low << @intCast(S, b);
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output.s.high = input.s.high << @intCast(S, b);
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output.s.high |= input.s.low >> @intCast(S, dwords.bits - b);
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}
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return output.all;
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}
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// Arithmetic shift right
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// Precondition: 0 <= b < T.bit_count
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pub fn ashrXi3(comptime T: type, a: T, b: i32) T {
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const dwords = Dwords(T, true);
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const S = Log2Int(dwords.HalfT);
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const input = dwords{ .all = a };
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var output: dwords = undefined;
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if (b >= dwords.bits) {
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output.s.high = input.s.high >> (dwords.bits - 1);
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output.s.low = input.s.high >> @intCast(S, b - dwords.bits);
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} else if (b == 0) {
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return a;
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} else {
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output.s.high = input.s.high >> @intCast(S, b);
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output.s.low = input.s.high << @intCast(S, dwords.bits - b);
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// Avoid sign-extension here
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output.s.low |= @bitCast(
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dwords.HalfT,
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@bitCast(dwords.HalfTU, input.s.low) >> @intCast(S, b),
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);
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}
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return output.all;
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}
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// Logical shift right
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// Precondition: 0 <= b < T.bit_count
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pub fn lshrXi3(comptime T: type, a: T, b: i32) T {
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const dwords = Dwords(T, false);
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const S = Log2Int(dwords.HalfT);
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const input = dwords{ .all = a };
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var output: dwords = undefined;
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if (b >= dwords.bits) {
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output.s.high = 0;
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output.s.low = input.s.high >> @intCast(S, b - dwords.bits);
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} else if (b == 0) {
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return a;
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} else {
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output.s.high = input.s.high >> @intCast(S, b);
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output.s.low = input.s.high << @intCast(S, dwords.bits - b);
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output.s.low |= input.s.low >> @intCast(S, b);
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}
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return output.all;
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}
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pub fn __ashldi3(a: i64, b: i32) callconv(.C) i64 {
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return @call(.{ .modifier = .always_inline }, ashlXi3, .{ i64, a, b });
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}
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pub fn __ashlti3(a: i128, b: i32) callconv(.C) i128 {
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return @call(.{ .modifier = .always_inline }, ashlXi3, .{ i128, a, b });
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}
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pub fn __ashrdi3(a: i64, b: i32) callconv(.C) i64 {
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return @call(.{ .modifier = .always_inline }, ashrXi3, .{ i64, a, b });
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}
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pub fn __ashrti3(a: i128, b: i32) callconv(.C) i128 {
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return @call(.{ .modifier = .always_inline }, ashrXi3, .{ i128, a, b });
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}
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pub fn __lshrdi3(a: i64, b: i32) callconv(.C) i64 {
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return @call(.{ .modifier = .always_inline }, lshrXi3, .{ i64, a, b });
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}
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pub fn __lshrti3(a: i128, b: i32) callconv(.C) i128 {
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return @call(.{ .modifier = .always_inline }, lshrXi3, .{ i128, a, b });
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}
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pub fn __aeabi_llsl(a: i64, b: i32) callconv(.AAPCS) i64 {
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return __ashldi3(a, b);
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}
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pub fn __aeabi_lasr(a: i64, b: i32) callconv(.AAPCS) i64 {
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return __ashrdi3(a, b);
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}
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pub fn __aeabi_llsr(a: i64, b: i32) callconv(.AAPCS) i64 {
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return __lshrdi3(a, b);
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}
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test {
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_ = @import("ashrdi3_test.zig");
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_ = @import("ashrti3_test.zig");
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_ = @import("ashldi3_test.zig");
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_ = @import("ashlti3_test.zig");
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_ = @import("lshrdi3_test.zig");
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_ = @import("lshrti3_test.zig");
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}
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