#include #include static int test_ulp_float_dist() { int Error = 0; float A = 1.0f; float B = glm::next_float(A); Error += glm::notEqual(A, B, 0) ? 0 : 1; float C = glm::prev_float(B); Error += glm::equal(A, C, 0) ? 0 : 1; int D = glm::float_distance(A, B); Error += D == 1 ? 0 : 1; int E = glm::float_distance(A, C); Error += E == 0 ? 0 : 1; return Error; } static int test_ulp_float_step() { int Error = 0; float A = 1.0f; for(int i = 10; i < 1000; i *= 10) { float B = glm::next_float(A, i); Error += glm::notEqual(A, B, 0) ? 0 : 1; float C = glm::prev_float(B, i); Error += glm::equal(A, C, 0) ? 0 : 1; int D = glm::float_distance(A, B); Error += D == i ? 0 : 1; int E = glm::float_distance(A, C); Error += E == 0 ? 0 : 1; } return Error; } static int test_ulp_double_dist() { int Error = 0; double A = 1.0; double B = glm::next_float(A); Error += glm::notEqual(A, B, 0) ? 0 : 1; double C = glm::prev_float(B); Error += glm::equal(A, C, 0) ? 0 : 1; glm::int64 const D = glm::float_distance(A, B); Error += D == 1 ? 0 : 1; glm::int64 const E = glm::float_distance(A, C); Error += E == 0 ? 0 : 1; return Error; } static int test_ulp_double_step() { int Error = 0; double A = 1.0; for(int i = 10; i < 1000; i *= 10) { double B = glm::next_float(A, i); Error += glm::notEqual(A, B, 0) ? 0 : 1; double C = glm::prev_float(B, i); Error += glm::equal(A, C, 0) ? 0 : 1; glm::int64 const D = glm::float_distance(A, B); Error += D == i ? 0 : 1; glm::int64 const E = glm::float_distance(A, C); Error += E == 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; }