---
 .../built-in-functions/const-ldexp.shader-test     | 62 ++++++++++++++++++++++
 1 file changed, 62 insertions(+)
 create mode 100644 
tests/spec/arb_gpu_shader5/execution/built-in-functions/const-ldexp.shader-test

diff --git 
a/tests/spec/arb_gpu_shader5/execution/built-in-functions/const-ldexp.shader-test
 
b/tests/spec/arb_gpu_shader5/execution/built-in-functions/const-ldexp.shader-test
new file mode 100644
index 0000000..5a6752c
--- /dev/null
+++ 
b/tests/spec/arb_gpu_shader5/execution/built-in-functions/const-ldexp.shader-test
@@ -0,0 +1,62 @@
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+in vec4 vertex;
+
+void main() {
+       gl_Position = vertex;
+}
+
+[fragment shader]
+#extension GL_ARB_gpu_shader5 : enable
+
+void bad_constant_folding();
+
+out vec4 color;
+
+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(vec4(0.0, -0.0, 0.5, -0.5)) !=
+           floatBitsToInt(ldexp(vec4(0.0, -0.0, 0.5, -0.5), ivec4(0)))) {
+               bad_constant_folding();
+       }
+       if (floatBitsToInt(vec4(0.49, 1.0, 25.0, 100.0)) !=
+           floatBitsToInt(ldexp(vec4(0.98, 0.5, 0.78125, 0.78125), ivec4(-1, 
1, 5, 7)))) {
+               bad_constant_folding();
+       }
+       if (floatBitsToInt(vec4(1.1754944e-38, -1.1754944e-38, 3.40282347e38, 
-3.40282347e38)) !=
+           floatBitsToInt(ldexp(vec4(0.5, -0.5, 0.999999940, -0.999999940), 
ivec4(-125, -125, 128, 128)))) {
+               bad_constant_folding();
+       }
+       if (floatBitsToInt(vec4(0.5, -0.5, 0.999999940, -0.999999940)) !=
+           floatBitsToInt(ldexp(vec4(1.1754944e-38, -1.1754944e-38, 
3.40282347e38, -3.40282347e38), ivec4(125, 125, -128, -128)))) {
+               bad_constant_folding();
+       }
+       if (floatBitsToInt(vec4(0.0, -0.0, 0.0, -0.0)) !=
+           floatBitsToInt(ldexp(vec4(0.0, -0.0, 0.5, -0.5), ivec4(-127)))) {
+               bad_constant_folding();
+       }
+       if (floatBitsToInt(vec4(0.0, -0.0, 0.0, -0.0)) !=
+           floatBitsToInt(ldexp(vec4(1.1754944e-38, -1.1754944e-38, 
3.40282347e38, -3.40282347e38), ivec4(-1, -1, -255, -255)))) {
+               bad_constant_folding();
+       }
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0  1.0
+-1.0  1.0
+
+[test]
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 1.0
-- 
1.8.3.2

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