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GPGPU Programming for Games and Science
book

GPGPU Programming for Games and Science

by David H. Eberly
August 2014
Intermediate to advanced
469 pages
16h 30m
English
A K Peters/CRC Press
Content preview from GPGPU Programming for Games and Science
80 GPGPU Programming for Games and Science
{
// N e a r e s t i s NARzero .
return signNAR ;
}
if (nonnegWID <=WID
NAR MIN SUBNORMAL)
{
// N e a r e s t i s NARminsubnormal .
return signNAR | NAR
MIN SUBNORMAL ;
}
if (nonnegWID < WID
NAR MIN NORMAL)
{
// Round to ne a res t NARsubnormal with ties toeven . Note
// t h a t bi asedN AR i s i mp l i c i t ly z e r o .
trailingWID |=WID
SUP TRAILING MASK ;
rshift = WID
NUM TRAILING BITS NAR NUM TRAIL ING BITS +
WID
EXPONENT BIAS NAR EXPONENT BIAS + 1 biasedWID ;
trailingNAR = ( trailingWID >> rshift );
lshift = WID
NUM ENCODING BITS rshift ;
frcpart = (trailingWID << lshift );
if (frcpart > WID
HALF PROXY
||
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Publisher Resources

ISBN: 9781466595354