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26
lobject.c
26
lobject.c
@@ -73,17 +73,29 @@ unsigned int luaO_codeparam (unsigned int p) {
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/*
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** Computes 'p' times 'x', where 'p' is a floating-point byte.
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** Computes 'p' times 'x', where 'p' is a floating-point byte. Roughly,
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** we have to multiply 'x' by the mantissa and then shift accordingly to
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** the exponent. If the exponent is positive, both the multiplication
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** and the shift increase 'x', so we have to care only about overflows.
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** For negative exponents, however, multiplying before the shift keeps
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** more significant bits, as long as the multiplication does not
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** overflow, so we check which order is best.
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*/
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l_obj luaO_applyparam (unsigned int p, l_obj x) {
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unsigned int m = p & 0xF; /* mantissa */
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int e = (p >> 4); /* exponent */
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if (e > 0) { /* normalized? */
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e--;
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m += 0x10; /* maximum 'm' is 0x1F */
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e--; /* correct exponent */
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m += 0x10; /* correct mantissa; maximum value is 0x1F */
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}
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e -= 7; /* correct excess-7 */
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if (e < 0) {
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if (e >= 0) {
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if (x < (MAX_LOBJ / 0x1F) >> e) /* no overflow? */
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return (x * m) << e; /* order doesn't matter here */
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else /* real overflow */
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return MAX_LOBJ;
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}
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else { /* negative exponent */
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e = -e;
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if (x < MAX_LOBJ / 0x1F) /* multiplication cannot overflow? */
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return (x * m) >> e; /* multiplying first gives more precision */
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@@ -92,12 +104,6 @@ l_obj luaO_applyparam (unsigned int p, l_obj x) {
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else /* real overflow */
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return MAX_LOBJ;
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}
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else {
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if (x < (MAX_LOBJ / 0x1F) >> e) /* no overflow? */
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return (x * m) << e; /* order doesn't matter here */
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else /* real overflow */
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return MAX_LOBJ;
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}
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}
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