File: fs-trunc-double-large.shader_test

package info (click to toggle)
piglit 0~git20200212-f4710c51b-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 106,972 kB
  • sloc: ansic: 263,763; xml: 48,941; python: 29,918; lisp: 19,789; cpp: 12,142; sh: 22; makefile: 20; pascal: 5
file content (39 lines) | stat: -rw-r--r-- 770 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
# test truncating a double holds precision
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64

[vertex shader]
#version 150
in vec4 vertex;
void main()
{
        gl_Position = vertex;
}

[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
uniform double arg0;
uniform double tolerance;
uniform double expected;

void main()
{
  double result = trunc(arg0);
  gl_FragColor = distance(result, expected) <= tolerance ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 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 double arg0 1.7976931348623157E+308
uniform double expected 1.7976931348623157E+308
uniform double tolerance 2.0000000000000002e-05
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 0 0 0.0 1.0 0.0 1.0