# mm256_round_pd(v256, int)

> Round the packed double-precision (64-bit) floating-point elements in a using the rounding parameter, and store the results as packed double-precision floating-point elements in dst.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Burst.Intrinsics](/engine/6000.6/script-reference/unity/burst/intrinsics.md)
* **Assembly:** UnityEngine.BurstModule

```csharp
public static v256 mm256_round_pd(v256 a, int rounding)
```

### Parameters

**** (\[v256]\(/engine/6000.6/script-reference/unity/burst/intrinsics/v256)): Vector a**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Rounding mode

### Returns

| Type                                                                   | Description |
| ---------------------------------------------------------------------- | ----------- |
| [v256](/engine/6000.6/script-reference/unity/burst/intrinsics/v256.md) | Vector      |

### Remarks

\_\_\_\_ VROUNDPD ymm1,ymm2/v256,imm8 Rounding is done according to the rounding parameter, which can be one of: (\_MM\_FROUND\_TO\_NEAREST\_INT |\_MM\_FROUND\_NO\_EXC) // round to nearest, and suppress exceptions (\_MM\_FROUND\_TO\_NEG\_INF |\_MM\_FROUND\_NO\_EXC)     // round down, and suppress exceptions (\_MM\_FROUND\_TO\_POS\_INF |\_MM\_FROUND\_NO\_EXC)     // round up, and suppress exceptions (\_MM\_FROUND\_TO\_ZERO |\_MM\_FROUND\_NO\_EXC)        // truncate, and suppress exceptions \_MM\_FROUND\_CUR\_DIRECTION                       // use MXCSR.RC; see \_MM\_SET\_ROUNDING\_MODE
