| // Copyright 2011 the V8 project authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include <cmath> |
| |
| #include "src/base/logging.h" |
| #include "src/utils.h" |
| |
| #include "src/dtoa.h" |
| |
| #include "src/bignum-dtoa.h" |
| #include "src/double.h" |
| #include "src/fast-dtoa.h" |
| #include "src/fixed-dtoa.h" |
| |
| namespace v8 { |
| namespace internal { |
| |
| static BignumDtoaMode DtoaToBignumDtoaMode(DtoaMode dtoa_mode) { |
| switch (dtoa_mode) { |
| case DTOA_SHORTEST: return BIGNUM_DTOA_SHORTEST; |
| case DTOA_FIXED: return BIGNUM_DTOA_FIXED; |
| case DTOA_PRECISION: return BIGNUM_DTOA_PRECISION; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| |
| void DoubleToAscii(double v, DtoaMode mode, int requested_digits, |
| Vector<char> buffer, int* sign, int* length, int* point) { |
| DCHECK(!Double(v).IsSpecial()); |
| DCHECK(mode == DTOA_SHORTEST || requested_digits >= 0); |
| |
| if (Double(v).Sign() < 0) { |
| *sign = 1; |
| v = -v; |
| } else { |
| *sign = 0; |
| } |
| |
| if (v == 0) { |
| buffer[0] = '0'; |
| buffer[1] = '\0'; |
| *length = 1; |
| *point = 1; |
| return; |
| } |
| |
| if (mode == DTOA_PRECISION && requested_digits == 0) { |
| buffer[0] = '\0'; |
| *length = 0; |
| return; |
| } |
| |
| bool fast_worked; |
| switch (mode) { |
| case DTOA_SHORTEST: |
| fast_worked = FastDtoa(v, FAST_DTOA_SHORTEST, 0, buffer, length, point); |
| break; |
| case DTOA_FIXED: |
| fast_worked = FastFixedDtoa(v, requested_digits, buffer, length, point); |
| break; |
| case DTOA_PRECISION: |
| fast_worked = FastDtoa(v, FAST_DTOA_PRECISION, requested_digits, |
| buffer, length, point); |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| if (fast_worked) return; |
| |
| // If the fast dtoa didn't succeed use the slower bignum version. |
| BignumDtoaMode bignum_mode = DtoaToBignumDtoaMode(mode); |
| BignumDtoa(v, bignum_mode, requested_digits, buffer, length, point); |
| buffer[*length] = '\0'; |
| } |
| |
| } // namespace internal |
| } // namespace v8 |