-#ifndef _VFPU_H
-#define _VFPU_H
-
/**
- * Implements a terrible and hacky interface to use a virtual FPU to do floating point operations
+ * @file vfpu.h
+ * @brief Implements a terrible and hacky interface to use a virtual FPU to do floating point operations
*/
-#include <bitset>
+#ifndef _VFPU_H
+#define _VFPU_H
+#include <bitset>
namespace VFPU
{
extern int Start(const char * vcd_output = NULL); // Starts the VFPU
extern int Halt(); // Halts the VFPU
-
-/**
- -- 000 = add,
- -- 001 = substract,
- -- 010 = multiply,
- -- 011 = divide,
- -- 100 = square root
- -- 101 = unused
- -- 110 = unused
- -- 111 = unused
- */
typedef enum {ADD=0x000, SUB=0x001, MULT=0x010, DIV=0x011, SQRT=0x100} Opcode;
- typedef enum {EVEN=0x00, ZERO=0x01, UP=0x10, DOWN=0x11} Rmode;
+ typedef enum {EVEN=0x00, ZERO=0x01, UP=0x10, DOWN=0x11} Rmode; // Rounding mode; to even, towards zero, always up, always down
typedef std::bitset<32> Register;
-
extern Register Exec(const Register & a, const Register & b, Opcode op, Rmode rmode = EVEN); // operate with registers
extern float Exec(float a, float b, Opcode op, Rmode rmode = EVEN); //converts floats into registers and back
+
+ class Float
+ {
+ public:
+ Float(float f = 0) : m_value(f)
+ {
+ static bool init = false;
+ if (!init)
+ {
+ init = true;
+ VFPU::Start();
+ }
+ }
+ Float(const Float & cpy) : m_value(cpy.m_value) {}
+ virtual ~Float()
+ {
+
+ }
+
+ Float & operator+=(const Float & op)
+ {
+ m_value = Exec(m_value, op.m_value, ADD);
+ return *this;
+ }
+ Float & operator-=(const Float & op)
+ {
+ m_value = Exec(m_value, op.m_value, SUB);
+ return *this;
+ }
+ Float & operator*=(const Float & op)
+ {
+ m_value = Exec(m_value, op.m_value, MULT);
+ return *this;
+ }
+ Float & operator/=(const Float & op)
+ {
+ m_value = Exec(m_value, op.m_value, DIV);
+ return *this;
+ }
+
+ Float operator+(const Float & op) const {Float f(*this); f+=op; return f;}
+ Float operator-(const Float & op) const {Float f(*this); f-=op; return f;}
+ Float operator*(const Float & op) const {Float f(*this); f*=op; return f;}
+ Float operator/(const Float & op) const {Float f(*this); f/=op; return f;}
+
+ bool operator==(const Float & op) const
+ {
+ Float f(op);
+ f -= *this;
+ return (f.m_value == 0);
+ }
+ bool operator!=(const Float & op) const {return !this->operator==(op);}
+ bool operator<(const Float & op) const
+ {
+ Float f(op);
+ f -= *this;
+ return (f.m_value > 0);
+ }
+ bool operator<=(const Float & op) const
+ {
+ Float f(op);
+ f -= *this;
+ return (f.m_value >= 0);
+ }
+ bool operator>(const Float & op) const {return !this->operator<=(op);}
+ bool operator>=(const Float & op) const {return !this->operator<(op);}
+
+ float m_value;
+
+ };
+
+ inline Float pow(const Float & a, const Float & b)
+ {
+ return Float(pow(a.m_value, b.m_value));
+ }
}
#endif //_VFPU_H