| /* | |
| * SPDX-FileCopyrightText: Copyright (c) 1993-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. | |
| * SPDX-License-Identifier: Apache-2.0 | |
| * | |
| * Licensed under the Apache License, Version 2.0 (the "License"); | |
| * you may not use this file except in compliance with the License. | |
| * You may obtain a copy of the License at | |
| * | |
| * http://www.apache.org/licenses/LICENSE-2.0 | |
| * | |
| * Unless required by applicable law or agreed to in writing, software | |
| * distributed under the License is distributed on an "AS IS" BASIS, | |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| * See the License for the specific language governing permissions and | |
| * limitations under the License. | |
| */ | |
| namespace sample | |
| { | |
| //! Implements "Brain Floating Point": like an IEEE FP32, | |
| //! but the significand is only 7 bits instead of 23 bits. | |
| class BFloat16 | |
| { | |
| public: | |
| BFloat16() | |
| : mRep(0) | |
| { | |
| } | |
| // Rounds to even if there is a tie. | |
| BFloat16(float x); | |
| operator float() const; | |
| private: | |
| //! Value stored in BFloat16 representation. | |
| uint16_t mRep; | |
| }; | |
| BFloat16 operator+(BFloat16 x, BFloat16 y); | |
| } // namespace sample | |