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Issue 613206 link

Starred by 2 users

Issue metadata

Status: Fixed
Owner:
Closed: Nov 2016
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: All
Pri: 3
Type: Bug



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deqp referencerenderer rasterization algorithm differ in js and c++

Project Member Reported by zmo@chromium.org, May 19 2016

Issue description

In 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.
 

Comment 1 by kbr@chromium.org, May 19 2016

Thanks for tracking this down and filing it Mo. Could you also file an issue on https://github.com/KhronosGroup/WebGL since the bug's really in that repository? Thanks.

Comment 2 by zmo@chromium.org, 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.

Comment 4 by zmo@chromium.org, Nov 5 2016

Blocking: -295792 662644
Owner: cwallez@chromium.org
Status: Assigned (was: Available)
cwallez brought the js implementation much closer to c++.

Not sure if we ever will do more on this.
Status: Fixed (was: Assigned)
Yeah, especially since we are not going to make more dEQP tests and that they are all passing on some implementation.
Blocking: -662644

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