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# Test proper behavior of the isinf(vec4) function.
#
# Note: testing behavior if isinf() is challenging because the GLSL
# 1.50 spec does not explicitly define any circumstances under which
# infinite values are required to be generated. This test assumes
# that the expressions 1.0*exp(1000.0) and -1.0*exp(1000.0) produce
# infinite values when evaluated in the shader.
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
#version 150
in vec4 piglit_vertex;
out vec4 vertex_to_gs;
void main()
{
vertex_to_gs = piglit_vertex;
}
[geometry shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
uniform double tolerance;
uniform dvec4 multiplier;
uniform vec4 exponent;
uniform dvec4 expected;
in vec4 vertex_to_gs[3];
out vec4 fs_color;
void main()
{
vec4 gs_color = vec4(0.0);
dvec4 r4 = multiplier*exp(exponent);
dvec4 bl4 = dvec4(isinf(r4));
if (distance(bl4, expected) > tolerance)
gs_color.x = 1.0;
dvec3 r3 = multiplier.xyz*exp(exponent.xyz);
dvec3 bl3 = dvec3(isinf(r3));
if (distance(bl3, expected.xyz) > tolerance)
gs_color.y = 1.0;
dvec2 r2 = multiplier.zw*exp(exponent.zw);
dvec2 bl2 = dvec2(isinf(r2));
if (distance(bl2, expected.zw) > tolerance)
gs_color.z = 1.0;
double r1 = multiplier.x*exp(exponent.x);
double bl1 = double(isinf(r1));
if (distance(bl1, expected.x) > tolerance)
gs_color.w = 1.0;
for (int i = 0; i < 3; i++) {
fs_color = gs_color;
gl_Position = vertex_to_gs[i];
EmitVertex();
}
}
[fragment shader]
#version 150
in vec4 fs_color;
out vec4 color;
void main() {
color = fs_color;
}
[test]
clear color 0.0 0.0 1.0 0.0
clear
uniform double tolerance 0.0
uniform dvec4 multiplier 1.0 1.0 -1.0 -1.0
uniform vec4 exponent 1.0 1000.0 1000.0 1.0
uniform dvec4 expected 0.0 1.0 1.0 0.0
draw rect -1 -1 2 2
probe rgba 0 0 0.0 0.0 0.0 0.0
clear
uniform double tolerance 0.0
uniform dvec4 multiplier -1.0 -1.0 1.0 1.0
uniform vec4 exponent 1000.0 1.0 1.0 1000.0
uniform dvec4 expected 1.0 0.0 0.0 1.0
draw rect -1 -1 2 2
probe rgba 1 0 0.0 0.0 0.0 0.0
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