Fast emulated quadruple precision in Rust
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Emulates quadruple precision with a pair of doubles. This roughly doubles
the mantissa bits (and thus squares the precision of double). The range
is almost the same as double, with a larger area of denormalized numbers.
This is also called double-double arithmetic, compensated arithmetic, or Dekker
arithmetic.
The rough cost in floating point operations (fl) and relative error as
multiples of u² = 1.32e-32 (round-off error or half the machine epsilon) is
as follows:
| add_fast | 3 fl | 0u² | 7 fl | 2u² | 17 fl | 3u² |
| + - | 6 fl | 0u² | 10 fl | 2u² | 20 fl | 3u² |
| * | 2 fl | 0u² | 6 fl | 2u² | 9 fl | 4u² |
| / | 3* fl | 1u² | 7* fl | 3u² | 28* fl | 6u² |
| reciprocal | 3* fl | 1u² | | | 19* fl | 2.3u² |
| sqrt | 4* fl | 2u² | | | 8* fl | 4u² |
The error bounds are mostly tight analytical bounds (except for divisions).[^1]
An asterisk indicates the need for one or two double divisions, which are about
an order of magnitude more expensive than regular flops on a modern CPU.
The table can be distilled into two rules of thumb: double-double arithmetic
roughly doubles the number of significant digits at the cost of a roughly
15x slowdown compared to double arithmetic.
License and Copying
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Copyright (C) 2023-2025 Markus Wallerberger and others.
Released under the MIT license (see LICENSE for details).