When compiling with -march=znver4 (or any arch with FMA), GCC's default -ffp-contract=fast contracts a*b+c into FMA opportunistically. The same inline math function compiled in the shared library and in the test binary can get different FMA contraction decisions due to different optimization contexts, producing bit-different FP results. Three API tests compare C++ direct calls (inlined into test TU) against C API wrapper calls (through libassimp.so) using EXPECT_EQ (bit-exact), which fails when the compiler contracts differently across TUs. Verified via disassembly: the library uses vfnmadd FMA instructions (3 roundings) while the test binary uses separate vmulss+vsubss (6 roundings) for the same computation. Replace EXPECT_EQ with Equal(epsilon) for the three affected tests: - aiMatrix3FromToTest: use machine epsilon (~1.19e-7) - aiMatrix4FromToTest: use machine epsilon (~1.19e-7) - aiQuaternionFromNormalizedQuaternionTest: use 1e-4 because FMA differences in 1.0-x*x-y*y-z*z can flip a near-zero residual's sign, causing w=0 vs w=sqrt(tiny)≈1e-4 Fixes #6246 Co-authored-by: Chris de Claverie <declaverie@gmail.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
147 lines
5.4 KiB
C++
147 lines
5.4 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include "MathTest.h"
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using namespace Assimp;
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class AssimpAPITest_aiQuaternion : public AssimpMathTest {
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protected:
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virtual void SetUp() {
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result_c = result_cpp = aiQuaternion();
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}
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aiQuaternion result_c, result_cpp;
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};
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TEST_F(AssimpAPITest_aiQuaternion, aiCreateQuaternionFromMatrixTest) {
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// Use a predetermined transformation matrix
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// to prevent running into division by zero.
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aiMatrix3x3 m, r;
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aiMatrix3x3::Translation(aiVector2D(14,-25), m);
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aiMatrix3x3::RotationZ(Math::aiPi<float>() / 4.0f, r);
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m = m * r;
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result_cpp = aiQuaternion(m);
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aiCreateQuaternionFromMatrix(&result_c, &m);
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EXPECT_EQ(result_cpp, result_c);
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionFromEulerAnglesTest) {
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const float x(RandPI.next()),
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y(RandPI.next()),
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z(RandPI.next());
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result_cpp = aiQuaternion(x, y, z);
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aiQuaternionFromEulerAngles(&result_c, x, y, z);
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EXPECT_EQ(result_cpp, result_c);
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionFromAxisAngleTest) {
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const float angle(RandPI.next());
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const aiVector3D axis(random_unit_vec3());
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result_cpp = aiQuaternion(axis, angle);
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aiQuaternionFromAxisAngle(&result_c, &axis, angle);
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EXPECT_EQ(result_cpp, result_c);
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionFromNormalizedQuaternionTest) {
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const auto qvec3 = random_unit_vec3();
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result_cpp = aiQuaternion(qvec3);
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aiQuaternionFromNormalizedQuaternion(&result_c, &qvec3);
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// Use a larger tolerance because FMA contraction differences in
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// 1.0 - x*x - y*y - z*z can flip the sign of a near-zero residual,
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// causing w = 0 vs w = sqrt(tiny) ≈ 1e-4.
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EXPECT_TRUE(result_cpp.Equal(result_c, 1e-4f));
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionAreEqualTest) {
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result_c = result_cpp = random_quat();
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EXPECT_EQ(result_cpp == result_c,
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(bool)aiQuaternionAreEqual(&result_cpp, &result_c));
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionAreEqualEpsilonTest) {
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result_c = result_cpp = random_quat();
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EXPECT_EQ(result_cpp.Equal(result_c, Epsilon),
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(bool)aiQuaternionAreEqualEpsilon(&result_cpp, &result_c, Epsilon));
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionNormalizeTest) {
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result_c = result_cpp = random_quat();
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aiQuaternionNormalize(&result_c);
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EXPECT_EQ(result_cpp.Normalize(), result_c);
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionConjugateTest) {
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result_c = result_cpp = random_quat();
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aiQuaternionConjugate(&result_c);
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EXPECT_EQ(result_cpp.Conjugate(), result_c);
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionMultiplyTest) {
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const aiQuaternion temp = random_quat();
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result_c = result_cpp = random_quat();
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result_cpp = result_cpp * temp;
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aiQuaternionMultiply(&result_c, &temp);
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EXPECT_FLOAT_EQ(result_cpp.x, result_c.x);
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EXPECT_FLOAT_EQ(result_cpp.y, result_c.y);
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EXPECT_FLOAT_EQ(result_cpp.z, result_c.z);
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EXPECT_FLOAT_EQ(result_cpp.w, result_c.w);
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}
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TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionInterpolateTest) {
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// Use predetermined quaternions to prevent division by zero
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// during slerp calculations.
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const float INTERPOLATION(0.5f);
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const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::aiPi<float>() / 4.0f);
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const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::aiPi<float>() / 2.0f);
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aiQuaternion::Interpolate(result_cpp, q1, q2, INTERPOLATION);
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aiQuaternionInterpolate(&result_c, &q1, &q2, INTERPOLATION);
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EXPECT_FLOAT_EQ(result_cpp.x, result_c.x);
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EXPECT_FLOAT_EQ(result_cpp.y, result_c.y);
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EXPECT_FLOAT_EQ(result_cpp.z, result_c.z);
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EXPECT_FLOAT_EQ(result_cpp.w, result_c.w);
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}
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