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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
#extension GL_ARB_gpu_shader5 : enable
in vec4 piglit_vertex;
out vec4 color;
uniform vec4 given_float;
uniform vec4 expected_mantissa;
uniform ivec4 expected_exponent;
void main() {
gl_Position = piglit_vertex;
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
ivec4 exponent;
vec4 mantissa;
mantissa = frexp(given_float, exponent);
if (mantissa != expected_mantissa) {
color.r = 1.0;
}
if (exponent != expected_exponent) {
color.b = 1.0;
}
}
[fragment shader]
in vec4 color;
out vec4 frag_color;
void main()
{
frag_color = color;
}
[test]
uniform vec4 given_float 0.0 -0.0 0.5 -0.5
uniform vec4 expected_mantissa 0.0 -0.0 0.5 -0.5
uniform ivec4 expected_exponent 0 0 0 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform vec4 given_float 0.49 1.0 25.0 100
uniform vec4 expected_mantissa 0.98 0.5 0.78125 0.78125
uniform ivec4 expected_exponent -1 1 5 7
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform vec4 given_float 1.1754944e-38 -1.1754944e-38 3.40282347e38 -3.40282347e38
uniform vec4 expected_mantissa 0.5 -0.5 0.999999940 -0.999999940
uniform ivec4 expected_exponent -125 -125 128 128
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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