[Feature]add MT2731_MP2_MR2_SVN388 baseline version

Change-Id: Ief04314834b31e27effab435d3ca8ba33b499059
diff --git a/src/bsp/lk/lib/libm/e_sqrt.c b/src/bsp/lk/lib/libm/e_sqrt.c
new file mode 100644
index 0000000..1abcb01
--- /dev/null
+++ b/src/bsp/lk/lib/libm/e_sqrt.c
@@ -0,0 +1,468 @@
+
+/* @(#)e_sqrt.c 1.3 95/01/18 */
+/*
+ * ====================================================
+ * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
+ *
+ * Developed at SunSoft, a Sun Microsystems, Inc. business.
+ * Permission to use, copy, modify, and distribute this
+ * software is freely granted, provided that this notice
+ * is preserved.
+ * ====================================================
+ */
+
+#include <sys/cdefs.h>
+__FBSDID("$FreeBSD$");
+
+/* __ieee754_sqrt(x)
+ * Return correctly rounded sqrt.
+ *           ------------------------------------------
+ *       |  Use the hardware sqrt if you have one |
+ *           ------------------------------------------
+ * Method:
+ *   Bit by bit method using integer arithmetic. (Slow, but portable)
+ *   1. Normalization
+ *  Scale x to y in [1,4) with even powers of 2:
+ *  find an integer k such that  1 <= (y=x*2^(2k)) < 4, then
+ *      sqrt(x) = 2^k * sqrt(y)
+ *   2. Bit by bit computation
+ *  Let q  = sqrt(y) truncated to i bit after binary point (q = 1),
+ *       i                           0
+ *                                     i+1         2
+ *      s  = 2*q , and  y  =  2   * ( y - q  ).     (1)
+ *       i      i            i                 i
+ *
+ *  To compute q    from q , one checks whether
+ *          i+1       i
+ *
+ *                -(i+1) 2
+ *          (q + 2      ) <= y.         (2)
+ *                i
+ *                                -(i+1)
+ *  If (2) is false, then q   = q ; otherwise q   = q  + 2      .
+ *                 i+1   i             i+1   i
+ *
+ *  With some algebric manipulation, it is not difficult to see
+ *  that (2) is equivalent to
+ *                             -(i+1)
+ *          s  +  2       <= y          (3)
+ *           i                i
+ *
+ *  The advantage of (3) is that s  and y  can be computed by
+ *                    i      i
+ *  the following recurrence formula:
+ *      if (3) is false
+ *
+ *      s     =  s  ,   y    = y   ;            (4)
+ *       i+1      i      i+1    i
+ *
+ *      otherwise,
+ *                         -i                     -(i+1)
+ *      s     =  s  + 2  ,  y    = y  -  s  - 2         (5)
+ *           i+1      i          i+1    i     i
+ *
+ *  One may easily use induction to prove (4) and (5).
+ *  Note. Since the left hand side of (3) contain only i+2 bits,
+ *        it does not necessary to do a full (53-bit) comparison
+ *        in (3).
+ *   3. Final rounding
+ *  After generating the 53 bits result, we compute one more bit.
+ *  Together with the remainder, we can decide whether the
+ *  result is exact, bigger than 1/2ulp, or less than 1/2ulp
+ *  (it will never equal to 1/2ulp).
+ *  The rounding mode can be detected by checking whether
+ *  huge + tiny is equal to huge, and whether huge - tiny is
+ *  equal to huge for some floating point number "huge" and "tiny".
+ *
+ * Special cases:
+ *  sqrt(+-0) = +-0     ... exact
+ *  sqrt(inf) = inf
+ *  sqrt(-ve) = NaN     ... with invalid signal
+ *  sqrt(NaN) = NaN     ... with invalid signal for signaling NaN
+ *
+ * Other methods : see the appended file at the end of the program below.
+ *---------------
+ */
+
+#include <float.h>
+
+#include "math.h"
+#include "math_private.h"
+
+#if defined(LK) && ARCH_ARM && ARM_WITH_VFP
+/* use ARM w/VFP sqrt instruction */
+double
+__ieee754_sqrt(double x)
+{
+    double res;
+
+    __asm__("vsqrt.f64 %0, %1" : "=w"(res) : "w"(x));
+
+    return res;
+}
+
+#else
+
+static  const double    one = 1.0, tiny=1.0e-300;
+
+double
+__ieee754_sqrt(double x)
+{
+    double z;
+    int32_t sign = (int)0x80000000;
+    int32_t ix0,s0,q,m,t,i;
+    u_int32_t r,t1,s1,ix1,q1;
+
+    EXTRACT_WORDS(ix0,ix1,x);
+
+    /* take care of Inf and NaN */
+    if ((ix0&0x7ff00000)==0x7ff00000) {
+        return x*x+x;       /* sqrt(NaN)=NaN, sqrt(+inf)=+inf
+                       sqrt(-inf)=sNaN */
+    }
+    /* take care of zero */
+    if (ix0<=0) {
+        if (((ix0&(~sign))|ix1)==0) return x; /* sqrt(+-0) = +-0 */
+        else if (ix0<0)
+            return (x-x)/(x-x);     /* sqrt(-ve) = sNaN */
+    }
+    /* normalize x */
+    m = (ix0>>20);
+    if (m==0) {             /* subnormal x */
+        while (ix0==0) {
+            m -= 21;
+            ix0 |= (ix1>>11);
+            ix1 <<= 21;
+        }
+        for (i=0; (ix0&0x00100000)==0; i++) ix0<<=1;
+        m -= i-1;
+        ix0 |= (ix1>>(32-i));
+        ix1 <<= i;
+    }
+    m -= 1023;  /* unbias exponent */
+    ix0 = (ix0&0x000fffff)|0x00100000;
+    if (m&1) {  /* odd m, double x to make it even */
+        ix0 += ix0 + ((ix1&sign)>>31);
+        ix1 += ix1;
+    }
+    m >>= 1;    /* m = [m/2] */
+
+    /* generate sqrt(x) bit by bit */
+    ix0 += ix0 + ((ix1&sign)>>31);
+    ix1 += ix1;
+    q = q1 = s0 = s1 = 0;   /* [q,q1] = sqrt(x) */
+    r = 0x00200000;     /* r = moving bit from right to left */
+
+    while (r!=0) {
+        t = s0+r;
+        if (t<=ix0) {
+            s0   = t+r;
+            ix0 -= t;
+            q   += r;
+        }
+        ix0 += ix0 + ((ix1&sign)>>31);
+        ix1 += ix1;
+        r>>=1;
+    }
+
+    r = sign;
+    while (r!=0) {
+        t1 = s1+r;
+        t  = s0;
+        if ((t<ix0)||((t==ix0)&&(t1<=ix1))) {
+            s1  = t1+r;
+            if (((t1&sign)==sign)&&(s1&sign)==0) s0 += 1;
+            ix0 -= t;
+            if (ix1 < t1) ix0 -= 1;
+            ix1 -= t1;
+            q1  += r;
+        }
+        ix0 += ix0 + ((ix1&sign)>>31);
+        ix1 += ix1;
+        r>>=1;
+    }
+
+    /* use floating add to find out rounding direction */
+    if ((ix0|ix1)!=0) {
+        z = one-tiny; /* trigger inexact flag */
+        if (z>=one) {
+            z = one+tiny;
+            if (q1==(u_int32_t)0xffffffff) { q1=0; q += 1;}
+            else if (z>one) {
+                if (q1==(u_int32_t)0xfffffffe) q+=1;
+                q1+=2;
+            } else
+                q1 += (q1&1);
+        }
+    }
+    ix0 = (q>>1)+0x3fe00000;
+    ix1 =  q1>>1;
+    if ((q&1)==1) ix1 |= sign;
+    ix0 += (m <<20);
+    INSERT_WORDS(z,ix0,ix1);
+    return z;
+}
+#endif
+
+#if SUPPORT_LONG_DOUBLE
+#if (LDBL_MANT_DIG == 53)
+__weak_reference(sqrt, sqrtl);
+#endif
+#endif
+/*
+Other methods  (use floating-point arithmetic)
+-------------
+(This is a copy of a drafted paper by Prof W. Kahan
+and K.C. Ng, written in May, 1986)
+
+    Two algorithms are given here to implement sqrt(x)
+    (IEEE double precision arithmetic) in software.
+    Both supply sqrt(x) correctly rounded. The first algorithm (in
+    Section A) uses newton iterations and involves four divisions.
+    The second one uses reciproot iterations to avoid division, but
+    requires more multiplications. Both algorithms need the ability
+    to chop results of arithmetic operations instead of round them,
+    and the INEXACT flag to indicate when an arithmetic operation
+    is executed exactly with no roundoff error, all part of the
+    standard (IEEE 754-1985). The ability to perform shift, add,
+    subtract and logical AND operations upon 32-bit words is needed
+    too, though not part of the standard.
+
+A.  sqrt(x) by Newton Iteration
+
+   (1)  Initial approximation
+
+    Let x0 and x1 be the leading and the trailing 32-bit words of
+    a floating point number x (in IEEE double format) respectively
+
+        1    11          52               ...widths
+       ------------------------------------------------------
+    x: |s|    e     |         f             |
+       ------------------------------------------------------
+          msb    lsb  msb                     lsb ...order
+
+
+         ------------------------        ------------------------
+    x0:  |s|   e    |    f1     |    x1: |          f2           |
+         ------------------------        ------------------------
+
+    By performing shifts and subtracts on x0 and x1 (both regarded
+    as integers), we obtain an 8-bit approximation of sqrt(x) as
+    follows.
+
+        k  := (x0>>1) + 0x1ff80000;
+        y0 := k - T1[31&(k>>15)].   ... y ~ sqrt(x) to 8 bits
+    Here k is a 32-bit integer and T1[] is an integer array containing
+    correction terms. Now magically the floating value of y (y's
+    leading 32-bit word is y0, the value of its trailing word is 0)
+    approximates sqrt(x) to almost 8-bit.
+
+    Value of T1:
+    static int T1[32]= {
+    0,  1024,   3062,   5746,   9193,   13348,  18162,  23592,
+    29598,  36145,  43202,  50740,  58733,  67158,  75992,  85215,
+    83599,  71378,  60428,  50647,  41945,  34246,  27478,  21581,
+    16499,  12183,  8588,   5674,   3403,   1742,   661,    130,};
+
+    (2) Iterative refinement
+
+    Apply Heron's rule three times to y, we have y approximates
+    sqrt(x) to within 1 ulp (Unit in the Last Place):
+
+        y := (y+x/y)/2      ... almost 17 sig. bits
+        y := (y+x/y)/2      ... almost 35 sig. bits
+        y := y-(y-x/y)/2    ... within 1 ulp
+
+
+    Remark 1.
+        Another way to improve y to within 1 ulp is:
+
+        y := (y+x/y)        ... almost 17 sig. bits to 2*sqrt(x)
+        y := y - 0x00100006 ... almost 18 sig. bits to sqrt(x)
+
+                2
+                (x-y )*y
+        y := y + 2* ----------  ...within 1 ulp
+                   2
+                 3y  + x
+
+
+    This formula has one division fewer than the one above; however,
+    it requires more multiplications and additions. Also x must be
+    scaled in advance to avoid spurious overflow in evaluating the
+    expression 3y*y+x. Hence it is not recommended uless division
+    is slow. If division is very slow, then one should use the
+    reciproot algorithm given in section B.
+
+    (3) Final adjustment
+
+    By twiddling y's last bit it is possible to force y to be
+    correctly rounded according to the prevailing rounding mode
+    as follows. Let r and i be copies of the rounding mode and
+    inexact flag before entering the square root program. Also we
+    use the expression y+-ulp for the next representable floating
+    numbers (up and down) of y. Note that y+-ulp = either fixed
+    point y+-1, or multiply y by nextafter(1,+-inf) in chopped
+    mode.
+
+        I := FALSE; ... reset INEXACT flag I
+        R := RZ;    ... set rounding mode to round-toward-zero
+        z := x/y;   ... chopped quotient, possibly inexact
+        If(not I) then {    ... if the quotient is exact
+            if(z=y) {
+                I := i;  ... restore inexact flag
+                R := r;  ... restore rounded mode
+                return sqrt(x):=y.
+            } else {
+            z := z - ulp;   ... special rounding
+            }
+        }
+        i := TRUE;      ... sqrt(x) is inexact
+        If (r=RN) then z=z+ulp  ... rounded-to-nearest
+        If (r=RP) then {    ... round-toward-+inf
+            y = y+ulp; z=z+ulp;
+        }
+        y := y+z;       ... chopped sum
+        y0:=y0-0x00100000;  ... y := y/2 is correctly rounded.
+            I := i;         ... restore inexact flag
+            R := r;         ... restore rounded mode
+            return sqrt(x):=y.
+
+    (4) Special cases
+
+    Square root of +inf, +-0, or NaN is itself;
+    Square root of a negative number is NaN with invalid signal.
+
+
+B.  sqrt(x) by Reciproot Iteration
+
+   (1)  Initial approximation
+
+    Let x0 and x1 be the leading and the trailing 32-bit words of
+    a floating point number x (in IEEE double format) respectively
+    (see section A). By performing shifs and subtracts on x0 and y0,
+    we obtain a 7.8-bit approximation of 1/sqrt(x) as follows.
+
+        k := 0x5fe80000 - (x0>>1);
+        y0:= k - T2[63&(k>>14)].    ... y ~ 1/sqrt(x) to 7.8 bits
+
+    Here k is a 32-bit integer and T2[] is an integer array
+    containing correction terms. Now magically the floating
+    value of y (y's leading 32-bit word is y0, the value of
+    its trailing word y1 is set to zero) approximates 1/sqrt(x)
+    to almost 7.8-bit.
+
+    Value of T2:
+    static int T2[64]= {
+    0x1500, 0x2ef8, 0x4d67, 0x6b02, 0x87be, 0xa395, 0xbe7a, 0xd866,
+    0xf14a, 0x1091b,0x11fcd,0x13552,0x14999,0x15c98,0x16e34,0x17e5f,
+    0x18d03,0x19a01,0x1a545,0x1ae8a,0x1b5c4,0x1bb01,0x1bfde,0x1c28d,
+    0x1c2de,0x1c0db,0x1ba73,0x1b11c,0x1a4b5,0x1953d,0x18266,0x16be0,
+    0x1683e,0x179d8,0x18a4d,0x19992,0x1a789,0x1b445,0x1bf61,0x1c989,
+    0x1d16d,0x1d77b,0x1dddf,0x1e2ad,0x1e5bf,0x1e6e8,0x1e654,0x1e3cd,
+    0x1df2a,0x1d635,0x1cb16,0x1be2c,0x1ae4e,0x19bde,0x1868e,0x16e2e,
+    0x1527f,0x1334a,0x11051,0xe951, 0xbe01, 0x8e0d, 0x5924, 0x1edd,};
+
+    (2) Iterative refinement
+
+    Apply Reciproot iteration three times to y and multiply the
+    result by x to get an approximation z that matches sqrt(x)
+    to about 1 ulp. To be exact, we will have
+        -1ulp < sqrt(x)-z<1.0625ulp.
+
+    ... set rounding mode to Round-to-nearest
+       y := y*(1.5-0.5*x*y*y)   ... almost 15 sig. bits to 1/sqrt(x)
+       y := y*((1.5-2^-30)+0.5*x*y*y)... about 29 sig. bits to 1/sqrt(x)
+    ... special arrangement for better accuracy
+       z := x*y         ... 29 bits to sqrt(x), with z*y<1
+       z := z + 0.5*z*(1-z*y)   ... about 1 ulp to sqrt(x)
+
+    Remark 2. The constant 1.5-2^-30 is chosen to bias the error so that
+    (a) the term z*y in the final iteration is always less than 1;
+    (b) the error in the final result is biased upward so that
+        -1 ulp < sqrt(x) - z < 1.0625 ulp
+        instead of |sqrt(x)-z|<1.03125ulp.
+
+    (3) Final adjustment
+
+    By twiddling y's last bit it is possible to force y to be
+    correctly rounded according to the prevailing rounding mode
+    as follows. Let r and i be copies of the rounding mode and
+    inexact flag before entering the square root program. Also we
+    use the expression y+-ulp for the next representable floating
+    numbers (up and down) of y. Note that y+-ulp = either fixed
+    point y+-1, or multiply y by nextafter(1,+-inf) in chopped
+    mode.
+
+    R := RZ;        ... set rounding mode to round-toward-zero
+    switch(r) {
+        case RN:        ... round-to-nearest
+           if(x<= z*(z-ulp)...chopped) z = z - ulp; else
+           if(x<= z*(z+ulp)...chopped) z = z; else z = z+ulp;
+           break;
+        case RZ:case RM:    ... round-to-zero or round-to--inf
+           R:=RP;       ... reset rounding mod to round-to-+inf
+           if(x<z*z ... rounded up) z = z - ulp; else
+           if(x>=(z+ulp)*(z+ulp) ...rounded up) z = z+ulp;
+           break;
+        case RP:        ... round-to-+inf
+           if(x>(z+ulp)*(z+ulp)...chopped) z = z+2*ulp; else
+           if(x>z*z ...chopped) z = z+ulp;
+           break;
+    }
+
+    Remark 3. The above comparisons can be done in fixed point. For
+    example, to compare x and w=z*z chopped, it suffices to compare
+    x1 and w1 (the trailing parts of x and w), regarding them as
+    two's complement integers.
+
+    ...Is z an exact square root?
+    To determine whether z is an exact square root of x, let z1 be the
+    trailing part of z, and also let x0 and x1 be the leading and
+    trailing parts of x.
+
+    If ((z1&0x03ffffff)!=0) ... not exact if trailing 26 bits of z!=0
+        I := 1;     ... Raise Inexact flag: z is not exact
+    else {
+        j := 1 - [(x0>>20)&1]   ... j = logb(x) mod 2
+        k := z1 >> 26;      ... get z's 25-th and 26-th
+                        fraction bits
+        I := i or (k&j) or ((k&(j+j+1))!=(x1&3));
+    }
+    R:= r       ... restore rounded mode
+    return sqrt(x):=z.
+
+    If multiplication is cheaper then the foregoing red tape, the
+    Inexact flag can be evaluated by
+
+        I := i;
+        I := (z*z!=x) or I.
+
+    Note that z*z can overwrite I; this value must be sensed if it is
+    True.
+
+    Remark 4. If z*z = x exactly, then bit 25 to bit 0 of z1 must be
+    zero.
+
+            --------------------
+        z1: |        f2        |
+            --------------------
+        bit 31         bit 0
+
+    Further more, bit 27 and 26 of z1, bit 0 and 1 of x1, and the odd
+    or even of logb(x) have the following relations:
+
+    -------------------------------------------------
+    bit 27,26 of z1     bit 1,0 of x1   logb(x)
+    -------------------------------------------------
+    00          00      odd and even
+    01          01      even
+    10          10      odd
+    10          00      even
+    11          01      even
+    -------------------------------------------------
+
+    (4) Special cases (see (4) of Section A).
+
+ */
+