/*-
 * Copyright (c) 2005 David Schultz <das@FreeBSD.ORG>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <sys/cdefs.h>
/* __FBSDID("$FreeBSD: src/lib/msun/src/s_fmaf.c,v 1.1 2005/01/22 09:53:18 das Exp $"); */

/*
 * Fused multiply-add: Compute x * y + z with a single rounding error.
 *
 * A double has more than twice as much precision than a float, so
 * direct double-precision arithmetic suffices.
 *
 * XXX We are relying on the compiler to convert from double to float
 *     using the current rounding mode and with the appropriate
 *     side-effects.  But on at least one platform (gcc 3.4.2/sparc64),
 *     this appears to be too much to ask for.  The precision
 *     reduction should be done manually.
 */
float
fmaf(float x, float y, float z)
{

	return ((double)x * y + z);
}
