Lines Matching defs:subtract

1478 /* Shift the significand left BITS bits, subtract BITS from its exponent.  */
1733 bool subtract) {
1761 sign = rhs.sign ^ subtract;
1766 sign = rhs.sign ^ subtract;
1776 if (((sign ^ rhs.sign)!=0) != subtract) {
1788 /* Add or subtract two normal numbers. */
1790 bool subtract) {
1797 subtract ^= static_cast<bool>(sign ^ rhs.sign);
1803 if (subtract) {
2040 bool subtract) {
2043 fs = addOrSubtractSpecials(rhs, subtract);
2049 lost_fraction = addOrSubtractSignificand(rhs, subtract);
2060 if (rhs.category != fcZero || (sign == rhs.sign) == subtract)
2077 IEEEFloat::opStatus IEEEFloat::subtract(const IEEEFloat &rhs,
2168 // to subtract 1p at least once.
2169 // - if x >= p then we must subtract p at least once, as x must be a
2177 // must round up to the next even number. so we must subtract p once more.
2179 // integral, and subtract p once more.
2202 fs = subtract(P, rmNearestTiesToEven);
2206 // not want to `convert` again, so we just subtract PEx twice (which equals
2208 fs = VEx.subtract(PEx, rmNearestTiesToEven);
2210 fs = VEx.subtract(PEx, rmNearestTiesToEven);
2215 fs = subtract(P, rmNearestTiesToEven);
2248 fs = subtract(V, rmNearestTiesToEven);
2361 // precision of our format, and then subtract it back off again. The choice
2382 subtract(MagicConstant, rounding_mode);
3515 v.subtract(u, rmNearestTiesToEven);
4783 Status |= Floats[1].subtract(z, RM);
4789 Status |= Floats[1].subtract(z, RM);
4796 Status |= q.subtract(z, RM);
4803 Status |= q.subtract(a, RM);
4820 Status |= Floats[1].subtract(Floats[0], RM);
4877 APFloat::opStatus DoubleAPFloat::subtract(const DoubleAPFloat &RHS,
4964 Status |= T.subtract(U, RM);