diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/float-parsing.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/float-parsing.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/float-parsing.html | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/float-parsing.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/float-parsing.html new file mode 100644 index 0000000000..fcd4d8a731 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/float-parsing.html @@ -0,0 +1,167 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>Float parsing corner cases</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"></script> +<script src="../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderParsedFloatOverflowToInfinity" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +void main() +{ + // Out-of-range floats should overflow to infinity + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "If the value of the floating point number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity" + float correct = isinf(1.0e40) ? 1.0 : 0.0; + my_FragColor = vec4(0.0, correct, 0.0, 1.0); +} +</script> +<script id="fshaderParsedFloatUnderflowToZero" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +void main() +{ + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "A value with a magnitude too small to be represented as a mantissa and exponent is converted to zero." + // 1.0e-50 is small enough that it can't even be stored as subnormal. + float correct = (1.0e-50 == 0.0) ? 1.0 : 0.0; + my_FragColor = vec4(0.0, correct, 0.0, 1.0); +} +</script> +<script id="fshaderParsedFloatSmallMantissa" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +void main() +{ + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "There is no limit on the number of digits in any digit-sequence." + // The below float string has 100 zeros after the decimal point, but represents 1.0. + float x = 0.00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001e101; + my_FragColor = vec4(0.0, x, 0.0, 1.0); +} +</script> +<script id="fshaderParsedFloatLargeMantissa" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +void main() +{ + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "There is no limit on the number of digits in any digit-sequence." + // The below float string has 100 zeros, but represents 1.0. + float x = 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0e-100; + my_FragColor = vec4(0.0, x, 0.0, 1.0); +} +</script> +<script id="fshaderParsedFloatExponentAboveMaxInt" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +void main() +{ + // Out-of-range floats should overflow to infinity + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "If the value of the floating point number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity" + float correct = isinf(1.0e2147483649) ? 1.0 : 0.0; + my_FragColor = vec4(0.0, correct, 0.0, 1.0); +} +</script> +<script id="fshaderNonConstFloatIsInfinity" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +uniform float u; // Assumed to have the default value 0.0 + +void main() +{ + // Out-of-range floats should overflow to infinity + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "If the value of the floating point number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity" + float f = 1.0e2048 - u; + float correct = (isinf(f) && f > 0.0) ? 1.0 : 0.0; + my_FragColor = vec4(0.0, correct, 0.0, 1.0); +} +</script> +<script id="fshaderNonConstFloatIsNegativeInfinity" type="x-shader/x-fragment">#version 300 es +precision highp float; +out vec4 my_FragColor; + +uniform float u; // Assumed to have the default value 0.0 + +void main() +{ + // Out-of-range floats should overflow to infinity + // GLSL ES 3.00.6 section 4.1.4 Floats: + // "If the value of the floating point number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity" + float f = -1.0e2048 + u; + float correct = (isinf(f) && f < 0.0) ? 1.0 : 0.0; + my_FragColor = vec4(0.0, correct, 0.0, 1.0); +} +</script> +<script type="text/javascript"> +"use strict"; +description(); + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fshaderParsedFloatOverflowToInfinity', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Floats of too large magnitude should be converted infinity." +}, +{ + fShaderId: 'fshaderParsedFloatUnderflowToZero', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Floats of too small magnitude should be converted to zero." +}, +{ + fShaderId: 'fshaderParsedFloatSmallMantissa', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Number of digits in any digit-sequence is not limited - test with a small mantissa and large exponent." +}, +{ + fShaderId: 'fshaderParsedFloatLargeMantissa', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Number of digits in any digit-sequence is not limited - test with a large mantissa and negative exponent." +}, +{ + fShaderId: 'fshaderParsedFloatExponentAboveMaxInt', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Test that an exponent that slightly overflows signed 32-bit int range works." +}, +{ + fShaderId: 'fshaderNonConstFloatIsInfinity', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Test that a non-constant float that has infinity as a value is processed correctly by isinf()." +}, +{ + fShaderId: 'fshaderNonConstFloatIsNegativeInfinity', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Test that a non-constant float that has negative infinity as a value is processed correctly by isinf()." +} +], 2); +</script> +</body> +</html> |