in the range and precision of their type(s) on amd64, but FLT_EVAL_METHOD
said that they were evalated in the "interesting" (buggy) i387 methods.
float_t was broken compatibly with FLT_EVAL_METHOD.
These definitions seem to be broken on powerpc and possibly on arm.
float_t is float on powerpc with gcc [-notraditional] according to
glibc, and FLT_EVAL_METHOD is marked with XXX on arm.
o Add a MD header private to libc called _fpmath.h; this header
contains bitfield layouts of MD floating-point types.
o Add a MI header private to libc called fpmath.h; this header
contains bitfield layouts of MI floating-point types.
o Add private libc variables to lib/libc/$arch/gen/infinity.c for
storing NaN values.
o Add __double_t and __float_t to <machine/_types.h>, and provide
double_t and float_t typedefs in <math.h>.
o Add some C99 manifest constants (FP_ILOGB0, FP_ILOGBNAN, HUGE_VALF,
HUGE_VALL, INFINITY, NAN, and return values for fpclassify()) to
<math.h> and others (FLT_EVAL_METHOD, DECIMAL_DIG) to <float.h> via
<machine/float.h>.
o Add C99 macro fpclassify() which calls __fpclassify{d,f,l}() based
on the size of its argument. __fpclassifyl() is never called on
alpha because (sizeof(long double) == sizeof(double)), which is good
since __fpclassifyl() can't deal with such a small `long double'.
This was developed by David Schultz and myself with input from bde and
fenner.
PR: 23103
Submitted by: David Schultz <dschultz@uclink.Berkeley.EDU>
(significant portions)
Reviewed by: bde, fenner (earlier versions)
long doubles at the moment (printf truncates them to doubles).
However, long doubles to appear to work to the ranges listed in this
commit on both -stable (4.5) and -current. There may be some slight
rounding issues with long doubles, but that's an orthogonal issue to
these constants.
I've had this in my local tree for 3 months, and in my company's local
tree for 15 months with no ill effects.
Obtained from: NetBSD
Not likely to like it: bde
This will make a number of things easier in the future, as well as (finally!)
avoiding the Id-smashing problem which has plagued developers for so long.
Boy, I'm glad we're not using sup anymore. This update would have been
insane otherwise.