Revert "Bug 1977019 - re-enable hw video decoding testing. r=media-playback-reviewers,jolin" for causing win mda failures on test_hw_video_decoding.html
This reverts commit 158474bdc0cf585b701bc47921f0a7d84f7bb84d.
<!--Copyright (c) 2019 The Khronos Group Inc.Use of this source code is governed by an MIT-style license that can befound in the LICENSE.txt file.--><!DOCTYPE html><html><head><metacharset="utf-8"><title>Float parsing corner cases</title><linkrel="stylesheet"href="../../resources/js-test-style.css"/><scriptsrc="../../js/js-test-pre.js"></script><scriptsrc="../../js/webgl-test-utils.js"></script><scriptsrc="../../js/glsl-conformance-test.js"></script></head><body><divid="description"></div><divid="console"></div><scriptid="fshaderParsedFloatOverflowToInfinity"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;voidmain(){// 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"floatcorrect=isinf(1.0e40)?1.0:0.0;my_FragColor=vec4(0.0,correct,0.0,1.0);}</script><scriptid="fshaderParsedFloatUnderflowToZero"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;voidmain(){// 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.floatcorrect=(1.0e-50==0.0)?1.0:0.0;my_FragColor=vec4(0.0,correct,0.0,1.0);}</script><scriptid="fshaderParsedFloatSmallMantissa"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;voidmain(){// GLSL ES 3.00.6 section 4.1.4 Floats:// "There is no limit on the number of digits in any digit-sequence."// The below float string has 100 zeros after the decimal point, but represents 1.0.floatx=0.00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001e101;my_FragColor=vec4(0.0,x,0.0,1.0);}</script><scriptid="fshaderParsedFloatLargeMantissa"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;voidmain(){// GLSL ES 3.00.6 section 4.1.4 Floats:// "There is no limit on the number of digits in any digit-sequence."// The below float string has 100 zeros, but represents 1.0.floatx=10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0e-100;my_FragColor=vec4(0.0,x,0.0,1.0);}</script><scriptid="fshaderParsedFloatExponentAboveMaxInt"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;voidmain(){// 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"floatcorrect=isinf(1.0e2147483649)?1.0:0.0;my_FragColor=vec4(0.0,correct,0.0,1.0);}</script><scriptid="fshaderNonConstFloatIsInfinity"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;uniformfloatu;// Assumed to have the default value 0.0voidmain(){// 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"floatf=1.0e2048-u;floatcorrect=(isinf(f)&&f>0.0)?1.0:0.0;my_FragColor=vec4(0.0,correct,0.0,1.0);}</script><scriptid="fshaderNonConstFloatIsNegativeInfinity"type="x-shader/x-fragment">#version300esprecisionhighpfloat;outvec4my_FragColor;uniformfloatu;// Assumed to have the default value 0.0voidmain(){// 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"floatf=-1.0e2048+u;floatcorrect=(isinf(f)&&f<0.0)?1.0:0.0;my_FragColor=vec4(0.0,correct,0.0,1.0);}</script><scripttype="text/javascript">"use strict";description();GLSLConformanceTester.runRenderTests([{fShaderId:'fshaderParsedFloatOverflowToInfinity',fShaderSuccess:true,linkSuccess:true,passMsg:"Floats of too large magnitude should be converted infinity."},{fShaderId:'fshaderParsedFloatUnderflowToZero',fShaderSuccess:true,linkSuccess:true,passMsg:"Floats of too small magnitude should be converted to zero."},{fShaderId:'fshaderParsedFloatSmallMantissa',fShaderSuccess:true,linkSuccess:true,passMsg:"Number of digits in any digit-sequence is not limited - test with a small mantissa and large exponent."},{fShaderId:'fshaderParsedFloatLargeMantissa',fShaderSuccess:true,linkSuccess:true,passMsg:"Number of digits in any digit-sequence is not limited - test with a large mantissa and negative exponent."},{fShaderId:'fshaderParsedFloatExponentAboveMaxInt',fShaderSuccess:true,linkSuccess:true,passMsg:"Test that an exponent that slightly overflows signed 32-bit int range works."},{fShaderId:'fshaderNonConstFloatIsInfinity',fShaderSuccess:true,linkSuccess:true,passMsg:"Test that a non-constant float that has infinity as a value is processed correctly by isinf()."},{fShaderId:'fshaderNonConstFloatIsNegativeInfinity',fShaderSuccess:true,linkSuccess:true,passMsg:"Test that a non-constant float that has negative infinity as a value is processed correctly by isinf()."}],2);</script></body></html>