Fixed floatBitXint tests

This commit is contained in:
Christophe Riccio 2011-09-13 13:53:40 +01:00
parent 6628d62ce6
commit d2e1718286

View file

@ -16,31 +16,85 @@ int test_floatBitsToInt()
{
float A = 1.0f;
int B = glm::floatBitsToInt(A);
Error += B == *(float*)&A ? 0 : 1;
float C = glm::intBitsToFloat(B);
int D = *(int*)&A;
Error += B == D ? 0 : 1;
Error += A == C ? 0 : 1;
}
{
glm::vec2 A(1.0f, 2.0f);
glm::ivec2 B = glm::floatBitsToInt(A);
Error += B.x == *(float*)&(A.x) ? 0 : 1;
Error += B.y == *(float*)&(A.y) ? 0 : 1;
glm::vec2 C = glm::intBitsToFloat(B);
Error += B.x == *(int*)&(A.x) ? 0 : 1;
Error += B.y == *(int*)&(A.y) ? 0 : 1;
Error += A == C? 0 : 1;
}
{
glm::vec3 A(1.0f, 2.0f, 3.0f);
glm::ivec3 B = glm::floatBitsToInt(A);
Error += B.x == *(float*)&(A.x) ? 0 : 1;
Error += B.y == *(float*)&(A.y) ? 0 : 1;
Error += B.z == *(float*)&(A.z) ? 0 : 1;
glm::vec3 C = glm::intBitsToFloat(B);
Error += B.x == *(int*)&(A.x) ? 0 : 1;
Error += B.y == *(int*)&(A.y) ? 0 : 1;
Error += B.z == *(int*)&(A.z) ? 0 : 1;
Error += A == C? 0 : 1;
}
{
glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
glm::ivec4 B = glm::floatBitsToInt(A);
Error += B.x == *(float*)&(A.x) ? 0 : 1;
Error += B.y == *(float*)&(A.y) ? 0 : 1;
Error += B.z == *(float*)&(A.z) ? 0 : 1;
Error += B.w == *(float*)&(A.w) ? 0 : 1;
glm::vec4 C = glm::intBitsToFloat(B);
Error += B.x == *(int*)&(A.x) ? 0 : 1;
Error += B.y == *(int*)&(A.y) ? 0 : 1;
Error += B.z == *(int*)&(A.z) ? 0 : 1;
Error += B.w == *(int*)&(A.w) ? 0 : 1;
Error += A == C? 0 : 1;
}
return Error;
}
int test_floatBitsToUint()
{
int Error = 0;
{
float A = 1.0f;
glm::uint B = glm::floatBitsToUint(A);
float C = glm::intBitsToFloat(B);
Error += B == *(glm::uint*)&A ? 0 : 1;
Error += A == C? 0 : 1;
}
{
glm::vec2 A(1.0f, 2.0f);
glm::uvec2 B = glm::floatBitsToUint(A);
glm::vec2 C = glm::uintBitsToFloat(B);
Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1;
Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1;
Error += A == C ? 0 : 1;
}
{
glm::vec3 A(1.0f, 2.0f, 3.0f);
glm::uvec3 B = glm::floatBitsToUint(A);
glm::vec3 C = glm::uintBitsToFloat(B);
Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1;
Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1;
Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1;
Error += A == C? 0 : 1;
}
{
glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
glm::uvec4 B = glm::floatBitsToUint(A);
glm::vec4 C = glm::uintBitsToFloat(B);
Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1;
Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1;
Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1;
Error += B.w == *(glm::uint*)&(A.w) ? 0 : 1;
Error += A == C? 0 : 1;
}
return Error;
@ -72,6 +126,7 @@ int main()
int Error = 0;
Error += test_floatBitsToInt();
Error += test_floatBitsToUint();
Error += test_mix();
return Error;