Re: writing to a floating point register ?
From: Sven Luther <hidden>
Date: 2003-02-05 11:02:43
On Wed, Feb 05, 2003 at 11:44:23AM +0100, Geert Uytterhoeven wrote:
On Wed, 5 Feb 2003, Sven Luther wrote:quoted
On Wed, Feb 05, 2003 at 11:28:58AM +0100, Geert Uytterhoeven wrote:quoted
On Wed, 5 Feb 2003, Sven Luther wrote:quoted
while writing a fbdev driver, i need to write a value to a floating point register. Do we have any macro doing this, or should i need to calculate the sign, mantissa and exponent by hand ? Just doing a unsigned int cast would round the value i think, and thus not give the right result.You cannot use floating point math in the kernel. What exactly are you trying to achieve?Well, my framebuffer is not linear, and i have to enable a bypass unit to fake a linear framebuffer. This bypass unit need that i write the bytestride/64 32bit floating point value in a register. for example : 1024 in 32 bpp => 4*1024/64 = 64. 64 is 0100 0000 or 1.0 * 2^6. So i have sign = 0, exp = 127+6=133 = 10000101, and mantissa = 0. which gives 0100 0010 1000 0000 ... or 0x42 80 00 00. I was hoping that i would not need to do this calculation by hand, but i guess it is not possible, since like you said, we cannot use the FP unit in the kernel.Even if you could, it would work for 32-bit IEEE floating point format only. Is the hardware register format IEEE compatible.
Mmm, sure, didn't think of this. Would endianess and other such issue not be a problem for this kind of calculation ? Would it make sense to have a special macro available for this kind of thing, like we have for writing 8, 16 or 32 bits ?
Anyway, the calculation is not that difficult.
Sure ...
Perhaps you can even restrict line_length to be a multiple of 64 in all cases, in which case it's even made more easy?
Are all video modes we want to use multiples of 64 ? I guess yes.
Does the hardware register allow denormalized numbers? Since you want to divide by 64 only, this would allow you to use a fixed exponent.
Erm, no idea, will need to try. That say, i don't know much about floating point numbers, so i really don't know all that much about denormalized numbers. Mmm, i guess you mean that since we divide by 64, the mantissa would always be 0 (1.000...) and we only need to write 127 + log2(value) in it ? Friendly, Sven Luther ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com