glslang representing literal constants with double precision, so 1.0e40 and 1.0e-50 are normal values.
Shader1:
precision highp float;
out vec4 my_FragColor;
void main()
{
// Out-of-range floats should overflow to infinity
// GLSL ES 3.00.6 section 4.1.4 Floats:
// "If the value of the floating point number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity"
float correct = isinf(1.0e40) ? 1.0 : 0.0;
my_FragColor = vec4(0.0, correct, 0.0, 1.0);
}
The expected ouput result of this test is vec4(0.0, 1.0, 0.0, 1.0),
but it's vec4(0.0,0.0,0.0,1.0).Because the return value of isInf is
false.
precision highp float;
out vec4 my_FragColor;
void main()
{
// GLSL ES 3.00.6 section 4.1.4 Floats:
// "A value with a magnitude too small to be represented as a mantissa and exponent is converted to zero."
// 1.0e-50 is small enough that it can't even be stored as subnormal.
float correct = (1.0e-50 == 0.0) ? 1.0 : 0.0;
my_FragColor = vec4(0.0, correct, 0.0, 1.0);
}
The expected ouput result of this test is vec4(0.0, 1.0, 0.0, 1.0),
but it's vec4(0.0,0.0,0.0,1.0).
For f32 and f16 type, when the literal constant out of range of the f32
and f16 number, the value should overflow or underflow to inf or zero.
glcts test item
KHR-GLES3.number_parsing.float_out_of_range_as_infinity