/* * 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 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