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[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
in vec4 vertex;
void main() {
gl_Position = vertex;
}
[fragment shader]
#extension GL_ARB_gpu_shader_fp64 : enable
out vec4 color;
uniform dvec4 given_doub;
uniform dvec4 expected_mantissa;
uniform ivec4 expected_exponent;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
ivec4 exponent;
dvec4 mantissa;
mantissa = frexp(given_doub, exponent);
if (mantissa != expected_mantissa) {
color.r = 1.0;
}
if (exponent != expected_exponent) {
color.b = 1.0;
}
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
uniform dvec4 given_doub 0.0 -0.0 0.5 -0.5
uniform dvec4 expected_mantissa 0.0 -0.0 0.5 -0.5
uniform ivec4 expected_exponent 0 0 0 0
#draw arrays GL_TRIANGLE_FAN 0 4
#probe rgba 0 0 0.0 1.0 0.0 1.0
uniform dvec4 given_doub 0.49 1.0 25.0 100
uniform dvec4 expected_mantissa 0.98 0.5 0.78125 0.78125
uniform ivec4 expected_exponent -1 1 5 7
#draw arrays GL_TRIANGLE_FAN 0 4
#probe rgba 1 0 0.0 1.0 0.0 1.0
# Test FLT_MIN/MAX in doubles
uniform dvec4 given_doub 1.1754943508222875e-38 -1.1754943508222875e-38 3.4028234699999998e+38 -3.4028234699999998e+38
uniform dvec4 expected_mantissa 0.5 -0.5 0.99999994145762339 -0.99999994145762339
uniform ivec4 expected_exponent -125 -125 128 128
#draw arrays GL_TRIANGLE_FAN 0 4
#probe rgba 2 0 0.0 1.0 0.0 1.0
# Test DBL_MIN/MAX
uniform dvec4 given_doub 2.2250738585072014e-308 -2.2250738585072014e-308 1.7976931348623157e+308 -1.7976931348623157e+308
uniform dvec4 expected_mantissa 0.5 -0.5 0.99999999999999989 -0.99999999999999989
uniform ivec4 expected_exponent -1021 -1021 1024 1024
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 3 0 0.0 1.0 0.0 1.0
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