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/*
* 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.
*/
#pragma once
#include <cstdint>
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