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/* k_cosf.c -- float version of k_cos.c
 * Conversion to float by Ian Lance Taylor, Cygnus Support, ian@cygnus.com.
 */

/*
 * ====================================================
 * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
 *
 * Developed at SunPro, a Sun Microsystems, Inc. business.
 * Permission to use, copy, modify, and distribute this
 * software is freely granted, provided that this notice
 * is preserved.
 * ====================================================
 */

#ifndef lint
static char rcsid[] = "$FreeBSD$";
#endif

#include "math.h"
#include "math_private.h"

static const float
one =  1.0000000000e+00, /* 0x3f800000 */
C1  =  4.1666667908e-02, /* 0x3d2aaaab */
C2  = -1.3888889225e-03, /* 0xbab60b61 */
C3  =  2.4801587642e-05, /* 0x37d00d01 */
C4  = -2.7557314297e-07, /* 0xb493f27c */
C5  =  2.0875723372e-09, /* 0x310f74f6 */
C6  = -1.1359647598e-11; /* 0xad47d74e */

float
__kernel_cosf(float x, float y)
{
	float a,hz,z,r,qx;
	int32_t ix;
	GET_FLOAT_WORD(ix,x);
	ix &= 0x7fffffff;			/* ix = |x|'s high word*/
	if(ix<0x32000000) {			/* if x < 2**27 */
	    if(((int)x)==0) return one;		/* generate inexact */
	}
	z  = x*x;
	r  = z*(C1+z*(C2+z*(C3+z*(C4+z*(C5+z*C6)))));
	if(ix < 0x3e99999a) 			/* if |x| < 0.3 */
	    return one - ((float)0.5*z - (z*r - x*y));
	else {
	    /*
	     * qx is an approximation to x*x/2 such that 1-qx and x*x/2-qx
	     * are both exact.  Its implementation is optimized for
	     * efficiency in preference to accuracy.  We use x*x/2 ~ x/4 for
	     * x near 0.5 and mask off just enough low bits (3) for both of
	     * the above differences to be exact.  We use a constant for
	     * x > 0.78125 to keep using the same algorithm as k_cos.c,
	     * although this gives only a small improvement in accuracy, at
	     * least here.  Using x*x/2 to approximate itself (masking off
	     * 3 low bits again) would give better accuracy.
	     */
	    if(ix > 0x3f480000) {		/* x > 0.78125 */
		qx = (float)0.28125;
	    } else {
	        SET_FLOAT_WORD(qx,(ix-0x01000000)&0xfffffff8);
	    }
	    hz = (float)0.5*z-qx;
	    a  = one-qx;
	    return a - (hz - (z*r-x*y));
	}
}
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