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							99 lines
						
					
					
						
							2.2 KiB
						
					
					
				
			
		
		
	
	
							99 lines
						
					
					
						
							2.2 KiB
						
					
					
				#include <glm/ext/vector_ulp.hpp> | 
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#include <glm/ext/vector_relational.hpp> | 
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#include <glm/ext/vector_float4.hpp> | 
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#include <glm/ext/vector_double4.hpp> | 
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#include <glm/ext/vector_int4.hpp> | 
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static int test_ulp_float_dist() | 
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{ | 
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	int Error = 0; | 
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	glm::vec4 const A(1.0f); | 
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	glm::vec4 const B = glm::nextFloat(A); | 
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	Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1; | 
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	glm::vec4 const C = glm::prevFloat(B); | 
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	Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1; | 
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	glm::ivec4 const D = glm::floatDistance(A, B); | 
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	Error += D == glm::ivec4(1) ? 0 : 1; | 
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	glm::ivec4 const E = glm::floatDistance(A, C); | 
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	Error += E == glm::ivec4(0) ? 0 : 1; | 
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	return Error; | 
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} | 
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static int test_ulp_float_step() | 
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{ | 
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	int Error = 0; | 
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	glm::vec4 const A(1.0f); | 
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	for(int i = 10; i < 1000; i *= 10) | 
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	{ | 
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		glm::vec4 const B = glm::nextFloat(A, i); | 
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		Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1; | 
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		glm::vec4 const C = glm::prevFloat(B, i); | 
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		Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1; | 
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		glm::ivec4 const D = glm::floatDistance(A, B); | 
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		Error += D == glm::ivec4(i) ? 0 : 1; | 
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		glm::ivec4 const E = glm::floatDistance(A, C); | 
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		Error += E == glm::ivec4(0) ? 0 : 1; | 
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	} | 
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	return Error; | 
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} | 
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static int test_ulp_double_dist() | 
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{ | 
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	int Error = 0; | 
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	glm::dvec4 const A(1.0); | 
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	glm::dvec4 const B = glm::nextFloat(A); | 
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	Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1; | 
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	glm::dvec4 const C = glm::prevFloat(B); | 
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	Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1; | 
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	glm::ivec4 const D(glm::floatDistance(A, B)); | 
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	Error += D == glm::ivec4(1) ? 0 : 1; | 
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	glm::ivec4 const E = glm::floatDistance(A, C); | 
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	Error += E == glm::ivec4(0) ? 0 : 1; | 
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	return Error; | 
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} | 
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static int test_ulp_double_step() | 
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{ | 
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	int Error = 0; | 
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	glm::dvec4 const A(1.0); | 
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	for(int i = 10; i < 1000; i *= 10) | 
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	{ | 
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		glm::dvec4 const B = glm::nextFloat(A, i); | 
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		Error += glm::any(glm::notEqual(A, B, 0)) ? 0 : 1; | 
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		glm::dvec4 const C = glm::prevFloat(B, i); | 
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		Error += glm::all(glm::equal(A, C, 0)) ? 0 : 1; | 
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		glm::ivec4 const D(glm::floatDistance(A, B)); | 
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		Error += D == glm::ivec4(i) ? 0 : 1; | 
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		glm::ivec4 const E(glm::floatDistance(A, C)); | 
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		Error += E == glm::ivec4(0) ? 0 : 1; | 
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	} | 
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	return Error; | 
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} | 
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int main() | 
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{ | 
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	int Error = 0; | 
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	Error += test_ulp_float_dist(); | 
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	Error += test_ulp_float_step(); | 
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	Error += test_ulp_double_dist(); | 
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	Error += test_ulp_double_step(); | 
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	return Error; | 
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}
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