File: fs-ldexp.shader_test

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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5

[vertex shader passthrough]

[fragment shader]
#extension GL_ARB_gpu_shader5 : enable

out vec4 color;

uniform vec4 expected_float;
uniform vec4 given_float;
uniform ivec4 given_exponent;

void main()
{
	/* Green if both pass. */
	color = vec4(0.0, 1.0, 0.0, 1.0);

	/* Compare the results after going through floatBitsToInt() allows us
	 * to distinguish -0.0f from 0.0f.
	 */
	if (floatBitsToInt(expected_float) !=
	    floatBitsToInt(ldexp(given_float, given_exponent))) {
		color.r = 1.0;
	}
}

[test]
# Basic tests with exponent = 0.
uniform vec4 expected_float 0.0 -0.0 0.5 -0.5
uniform vec4 given_float 0.0 -0.0 0.5 -0.5
uniform ivec4 given_exponent 0 0 0 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

# Basic tests with x = 0.
uniform vec4 expected_float 0.0 0.0 0.0 0.0
uniform vec4 given_float 0.0 0.0 0.0 0.0
uniform ivec4 given_exponent 1 100 -1 -100
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

# Basic tests.
uniform vec4 expected_float 0.49 1.0 25.0 100
uniform vec4 given_float 0.98 0.5 0.78125 0.78125
uniform ivec4 given_exponent -1 1 5 7
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

# Test generating FLT_MIN (1.1754944e-38) and FLT_MAX (3.40282347e38).
uniform vec4 expected_float 1.1754944e-38 -1.1754944e-38 3.40282347e38 -3.40282347e38
uniform vec4 given_float 0.5 -0.5 0.999999940 -0.999999940
uniform ivec4 given_exponent -125 -125 128 128
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

# Test FLT_MIN (1.1754944e-38) and FLT_MAX (3.40282347e38) as inputs.
uniform vec4 expected_float 0.5 -0.5 0.999999940 -0.999999940
uniform vec4 given_float 1.1754944e-38 -1.1754944e-38 3.40282347e38 -3.40282347e38
uniform ivec4 given_exponent 125 125 -128 -128
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

# Test underflow generates zero with sign of x.
uniform vec4 expected_float 0.0 -0.0 0.0 -0.0
uniform vec4 given_float 0.0 -0.0 0.5 -0.5
uniform ivec4 given_exponent -127 -127 -127 -127
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0

# Overflow is undefined according to the GLSL spec, so nothing to test.