/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2011-10-11 // Updated : 2011-10-11 // Licence : This source is under MIT licence // File : test/gtx/gtx_integer.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #include #include #include #include int test_floor_log2() { int Error = 0; for(std::size_t i = 1; i < 1000000; ++i) { glm::uint A = glm::floor_log2(glm::uint(i)); glm::uint B = glm::uint(glm::log2(double(i))); // Will fail with float, lack of accuracy Error += A == B ? 0 : 1; assert(!Error); } return Error; } int test_log2() { int Error = 0; for(std::size_t i = 1; i < 1000000; ++i) { glm::uint A = glm::log2(glm::uint(i)); double B = glm::log2(double(i)); Error += glm::equalEpsilon(double(A), B, 1.0) ? 0 : 1; //assert(!Error); } return Error; } int test_nlz() { int Error = 0; for(std::size_t i = 1; i < 33; ++i) printf("%d, %d\n", glm::nlz(i), 31u - glm::findMSB(i)); return Error; } int main() { int Error = 0; Error += test_nlz(); Error += test_floor_log2(); Error += test_log2(); return Error; }