deqp referencerenderer rasterization algorithm differ in js and c++ |
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Issue descriptionIn c++, we always do in 2x2 grid for the purpose of texture lod selection, whereas in js it's just simple rasterization per pixel through baricentric coordinates. This caused rendering mipmapped textures to size 1 (either width or height) textures differ from GL drivers, and therefore a bunch of deqp js tests fail. For now, we will bypass verifying rendering to size 1 textures to make these tests passing. It would be nice to match the js referencerenderer with the c++ version in the future and remove such hack.
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May 19 2016
This only happens to 3D textures. In js, the z dimension is not being considered because it doesn't have the 2x2 grid to get diff on z. This might be a possibility of the root cause.
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May 20 2016
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Nov 7 2016
Yeah, especially since we are not going to make more dEQP tests and that they are all passing on some implementation.
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Nov 27
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Comment 1 by kbr@chromium.org
, May 19 2016