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+<!--
+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>