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Copy pathWadRayMath.sol
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138 lines (121 loc) · 4.67 KB
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// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.17;
/**
* @title WadRayMath library
* @author Aave
* @notice Provides functions to perform calculations with Wad and Ray units
* @dev Provides mul and div function for wads (decimal numbers with 18 digits of precision) and rays (decimal numbers
* with 27 digits of precision)
* @dev Operations are rounded. If a value is >=.5, will be rounded up, otherwise rounded down.
*
*/
library WadRayMath {
// HALF_WAD and HALF_RAY expressed with extended notation as constant with operations are not supported in Yul assembly
uint256 internal constant WAD = 1e18;
uint256 internal constant HALF_WAD = 0.5e18;
uint256 internal constant RAY = 1e27;
uint256 internal constant HALF_RAY = 0.5e27;
uint256 internal constant WAD_RAY_RATIO = 1e9;
/**
* @dev Multiplies two wad, rounding half up to the nearest wad
* @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328
* @param a Wad
* @param b Wad
* @return c = a*b, in wad
*
*/
function wadMul(uint256 a, uint256 b) internal pure returns (uint256 c) {
// to avoid overflow, a <= (type(uint256).max - HALF_WAD) / b
assembly {
if iszero(or(iszero(b), iszero(gt(a, div(sub(not(0), HALF_WAD), b))))) { revert(0, 0) }
c := div(add(mul(a, b), HALF_WAD), WAD)
}
}
/**
* @dev Divides two wad, rounding half up to the nearest wad
* @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328
* @param a Wad
* @param b Wad
* @return c = a/b, in wad
*
*/
function wadDiv(uint256 a, uint256 b) internal pure returns (uint256 c) {
// to avoid overflow, a <= (type(uint256).max - halfB) / WAD
assembly {
if or(iszero(b), iszero(iszero(gt(a, div(sub(not(0), div(b, 2)), WAD))))) { revert(0, 0) }
c := div(add(mul(a, WAD), div(b, 2)), b)
}
}
/**
* @notice Multiplies two ray, rounding half up to the nearest ray
* @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328
* @param a Ray
* @param b Ray
* @return c = a raymul b
*
*/
function rayMul(uint256 a, uint256 b) internal pure returns (uint256 c) {
// to avoid overflow, a <= (type(uint256).max - HALF_RAY) / b
assembly {
if iszero(or(iszero(b), iszero(gt(a, div(sub(not(0), HALF_RAY), b))))) { revert(0, 0) }
c := div(add(mul(a, b), HALF_RAY), RAY)
}
}
/**
* @notice Divides two ray, rounding half up to the nearest ray
* @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328
* @param a Ray
* @param b Ray
* @return c = a raydiv b
*
*/
function rayDiv(uint256 a, uint256 b) internal pure returns (uint256 c) {
// to avoid overflow, a <= (type(uint256).max - halfB) / RAY
assembly {
if or(iszero(b), iszero(iszero(gt(a, div(sub(not(0), div(b, 2)), RAY))))) { revert(0, 0) }
c := div(add(mul(a, RAY), div(b, 2)), b)
}
}
/**
* @dev Casts ray down to wad
* @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328
* @param a Ray
* @return b = a converted to wad, rounded half up to the nearest wad
*
*/
function rayToWad(uint256 a) internal pure returns (uint256 b) {
assembly {
b := div(a, WAD_RAY_RATIO)
let remainder := mod(a, WAD_RAY_RATIO)
if iszero(lt(remainder, div(WAD_RAY_RATIO, 2))) { b := add(b, 1) }
}
}
/**
* @dev Converts wad up to ray
* @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328
* @param a Wad
* @return b = a converted in ray
*
*/
function wadToRay(uint256 a) internal pure returns (uint256 b) {
// to avoid overflow, b/WAD_RAY_RATIO == a
assembly {
b := mul(a, WAD_RAY_RATIO)
if iszero(eq(div(b, WAD_RAY_RATIO), a)) { revert(0, 0) }
}
}
/**
* @dev calculates base^exp. The code uses the ModExp precompile
* @return z base^exp, in ray
*
*/
function rayPow(uint256 x, uint256 n) internal pure returns (uint256 z) {
z = n % 2 != 0 ? x : RAY;
for (n /= 2; n != 0; n /= 2) {
x = rayMul(x, x);
if (n % 2 != 0) {
z = rayMul(z, x);
}
}
}
}