Adjust hlsl infinity-constant test

Test/hlsl.inf.vert tests parsing and some constant math on
infinities, including (-1.#INF * 0.0).
By IEEE 754 rules, that result is a NaN, but its sign is not significant.
The test output assumes a negative-NaN is in the generated SPIR-V.

However, the math library on some platforms (like macOS 14, a.k.a.
Sonoma) will produce a positive NaN instead.

This PR adjusts the test so it takes the absolute value of the NaN,
to ensure we the emitted SPIR-V has the NaN with a 0 for it sign bit.
This commit is contained in:
David Neto 2024-04-15 16:22:05 -04:00 committed by arcady-lunarg
parent 1e4f53ab2d
commit dba720ff94
2 changed files with 38 additions and 33 deletions

View File

@ -29,21 +29,21 @@ Shader version: 500
0:6 +1.#INF
0:6 Constant:
0:6 +1.#INF
0:10 Branch: Return with expression
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 'f1' ( temp float)
0:10 'f2' ( temp float)
0:10 'f3' ( temp float)
0:10 'f4' ( temp float)
0:10 Constant:
0:10 -1.#INF
0:10 Constant:
0:10 1.#IND
0:15 Branch: Return with expression
0:15 Construct vec4 ( temp 4-component vector of float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 'f1' ( temp float)
0:15 'f2' ( temp float)
0:15 'f3' ( temp float)
0:15 'f4' ( temp float)
0:15 Constant:
0:15 -1.#INF
0:15 Constant:
0:15 1.#IND
0:2 Function Definition: main( ( temp void)
0:2 Function Parameters:
0:? Sequence
@ -87,21 +87,21 @@ Shader version: 500
0:6 +1.#INF
0:6 Constant:
0:6 +1.#INF
0:10 Branch: Return with expression
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 'f1' ( temp float)
0:10 'f2' ( temp float)
0:10 'f3' ( temp float)
0:10 'f4' ( temp float)
0:10 Constant:
0:10 -1.#INF
0:10 Constant:
0:10 1.#IND
0:15 Branch: Return with expression
0:15 Construct vec4 ( temp 4-component vector of float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 'f1' ( temp float)
0:15 'f2' ( temp float)
0:15 'f3' ( temp float)
0:15 'f4' ( temp float)
0:15 Constant:
0:15 -1.#INF
0:15 Constant:
0:15 1.#IND
0:2 Function Definition: main( ( temp void)
0:2 Function Parameters:
0:? Sequence
@ -136,7 +136,7 @@ Shader version: 500
11: TypePointer Function 6(float)
13: 6(float) Constant 4286578688
15: 6(float) Constant 2139095040
29: 6(float) Constant 4290772992
29: 6(float) Constant 2143289344
34: TypePointer Output 7(fvec4)
35(@entryPointOutput): 34(ptr) Variable Output
4(main): 2 Function None 3

View File

@ -5,7 +5,12 @@ float4 main() : SV_Position
float f3 = +1.#INF;
float f4 = f2 * 1.#INF + 1.#INF;
const float f5 = -1.#INF;
const float f6 = f5 * 0.0f;
// An infinity times zero is a NaN.
// In IEEE 754, the sign of a NaN is significant only for
// abs, copy, negate, or copySign. Use abs(.) here to
// set the sign bit to zero. Otherwise, some platforms will
// have a 1 sign bit and others will have a 0 sign bit.
const float f6 = abs(f5 * 0.0f);
return (float4)(f1 + f2 + f3 + f4 + f5 + f6);
}