Fix division by zero in glsBuiltinPrecisionTests
authorAntto Mäkinen <antto.makinen@siru.fi>
Fri, 17 Jun 2022 10:52:15 +0000 (13:52 +0300)
committerziga-lunarg <ziga@lunarg.com>
Wed, 24 Aug 2022 20:05:31 +0000 (22:05 +0200)
commit7d995c5a8ecc99e976ae5e41536abe9d792a2655
tree71f6d8ead58996997b8c1072f8eca6c083acaedb
parentbb9ee1b035ef071439082c8f349eb3f7aa8e95e6
Fix division by zero in glsBuiltinPrecisionTests

GLSL precision tests were using 1 / InverseSqrt(x) to calculate
reference values for square root. This is problematic when x = 0,
as it causes a division by zero.

VK-GL-CTS Issue: 3330

Affects:

dEQP-GLES3*.functional.shaders.builtin_functions.precision.*

Components: OpenGL ES
Change-Id: I199f16b2eeb66ab042f0bb1ab6b588246efeb6d5
modules/glshared/glsBuiltinPrecisionTests.cpp