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
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
|
#include <glm/ext/vector_ulp.hpp>
#include <glm/ext/vector_relational.hpp>
#include <glm/ext/vector_float4.hpp>
#include <glm/ext/vector_double4.hpp>
#include <glm/ext/vector_int4.hpp>
static int test_ulp_float_dist()
{
int Error = 0;
glm::vec4 const A(1.0f);
glm::vec4 const B = glm::nextFloat(A);
Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1;
glm::vec4 const C = glm::prevFloat(B);
Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1;
glm::ivec4 const D = glm::floatDistance(A, B);
Error += D == glm::ivec4(1) ? 0 : 1;
glm::ivec4 const E = glm::floatDistance(A, C);
Error += E == glm::ivec4(0) ? 0 : 1;
return Error;
}
static int test_ulp_float_step()
{
int Error = 0;
glm::vec4 const A(1.0f);
for(int i = 10; i < 1000; i *= 10)
{
glm::vec4 const B = glm::nextFloat(A, i);
Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1;
glm::vec4 const C = glm::prevFloat(B, i);
Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1;
glm::ivec4 const D = glm::floatDistance(A, B);
Error += D == glm::ivec4(i) ? 0 : 1;
glm::ivec4 const E = glm::floatDistance(A, C);
Error += E == glm::ivec4(0) ? 0 : 1;
}
return Error;
}
static int test_ulp_double_dist()
{
int Error = 0;
glm::dvec4 const A(1.0);
glm::dvec4 const B = glm::nextFloat(A);
Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1;
glm::dvec4 const C = glm::prevFloat(B);
Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1;
glm::ivec4 const D(glm::floatDistance(A, B));
Error += D == glm::ivec4(1) ? 0 : 1;
glm::ivec4 const E = glm::floatDistance(A, C);
Error += E == glm::ivec4(0) ? 0 : 1;
return Error;
}
static int test_ulp_double_step()
{
int Error = 0;
glm::dvec4 const A(1.0);
for(int i = 10; i < 1000; i *= 10)
{
glm::dvec4 const B = glm::nextFloat(A, i);
Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1;
glm::dvec4 const C = glm::prevFloat(B, i);
Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1;
glm::ivec4 const D(glm::floatDistance(A, B));
Error += D == glm::ivec4(i) ? 0 : 1;
glm::ivec4 const E(glm::floatDistance(A, C));
Error += E == glm::ivec4(0) ? 0 : 1;
}
return Error;
}
int main()
{
int Error = 0;
Error += test_ulp_float_dist();
Error += test_ulp_float_step();
Error += test_ulp_double_dist();
Error += test_ulp_double_step();
return Error;
}
|