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floating point precision

I have a program written in C# and some parts are writing in native C/C++. I use doubles to calculate some values and sometimes the result is wrong because of too small precision. After some investigation i figured out that someone is setting the floating-point precision to 24-bits. My code works fine, when i reset the precision to at least 53-bits (using _fpreset or _controlfp), but i still need to figure out who is responsible for setting the precision to 24-bits in the first place.

Any ideas who i could achieve this?

This is caused by the default Direct3D device initialisation. You can tell Direct3D not to mess with the FPU precision by passing the D3DCREATE_FPU_PRESERVE flag to CreateDevice . There is also a managed code equivalent to this flag ( CreateFlags.FpuPreserve ) if you need it.

More information can be found at Direct3D and the FPU .

如何通过分区对程序进行二进制搜索并确定哪些调用会降低精度?

Is your code using DirectX or XNA at all? I've certainly heard that there are problems due to that - some DirectX initialization code (possibly only in the managed wrapper?) reduces the precision.

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