#include #include #include #include #include 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; }