On Sunday 06 February 2005 17:16, Lourens Veen wrote:
> On Sunday 06 February 2005 18:13, Daniel Phillips wrote:
> > I'm glad to hear it turned out to be only a theoretical problem.
> > However, a floating point interpolation step is for sure a
> > multi-cycle operation, so this problem rears its head again, does
> > it not?  Here are a couple of suggestions:
> >
> >   - Don't bother with counting zeroes and left-shifting in the
> >     normalize stage - denormalized arithmetic should be ok here
>
> Well, if you're going to feed the result into my approximate
> reciprocal then this _might_ give problems.

I'd upgrade that to "probably" because restricting the input range of 
the lookup to [.5, 1] is a Good Thing, I seem to recall from various 
numerical screeds.  However, the normalization can be done _outside_ 
the interpolation iteration, because then it doesn't really matter how 
many clocks it takes, it's just a straight pipeline.

My reason for thinking the interpolation loop itself can run 
denormalized is, by normalizing it continuously you effectively invent 
accuracy that isn't there.  (Maybe allowing for a one-bit left shift on 
each iteration would be a good thing, or maybe it would just be a waste 
of gates.)

> I haven't really thought 
> about it though, so far I've only done the mantissa part of the game.
>
> Anyway, I have a simple float25 class, I just need to debug it and
> put in the reciprocal stuff. I'll probably mail it to the list
> tomorrow, and I'll try and figure this out as well.

Regards,

Daniel
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