deqp/functional/gles3/clipping.html fails on certain platforms |
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Issue descriptionFailing cases: clipping.wide_points_full_viewport clipping.wide_points_partial_viewport The bug is if a wide point's center is outside the viewport, the entire point is not rendered. However, part of the point could still be inside the viewport. The failure happens in MacOSX AMD, Linux AMD, Linux Intel Mesa (but it's fixed in 12.0)
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Aug 31 2016
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Sep 12 2016
For clarification: these tests can be run online via: https://www.khronos.org/registry/webgl/sdk/tests/deqp/functional/gles3/clipping.html?runSkippedTests=1 and the sources are in https://github.com/KhronosGroup/WebGL .
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Sep 12 2016
Note also that a reduced test case was extracted here: https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/clipping-wide-points.html
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Sep 13 2016
Filed as Radar 28268846.
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Oct 12 2016
We received feedback that this is a longstanding behavior described in this article: https://www.opengl.org/archives/resources/features/KilgardTechniques/oglpitfall/ The workaround that was described to us is to increase the size of the viewport in all directions by half the maximum point size. For safety, I think this should only be done when drawing with GL_POINTS. Performance probably doesn't matter that much for this workaround so it can be done very locally within the handlers for the draw calls. After thinking about it, I don't think the scissor rectangle would need to be adjusted.
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Nov 8 2016
I think we moved the failing case to skipList and add a separate test (conformance2/rendering/clipping-wide-points.html) to catch this bug. Move this to WebGL conformance 2.0.1
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Apr 19 2017
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Jun 20 2017
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Jun 21 2018
This issue has been Available for over a year. If it's no longer important or seems unlikely to be fixed, please consider closing it out. If it is important, please re-triage the issue. Sorry for the inconvenience if the bug really should have been left as Available. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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Jun 21 2018
This continues to bite us but we'd need to emulate point sprites in a geometry shader even on OpenGL in order to work around it.
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Nov 7
The following revision refers to this bug: https://chromium.googlesource.com/chromium/src.git/+/38a6956db77b75fcf3b07dd42918a76e0f84d27c commit 38a6956db77b75fcf3b07dd42918a76e0f84d27c Author: Lin Sun <lin.sun@intel.com> Date: Wed Nov 07 01:19:45 2018 Update WebGL conformance expectations Remove following suppressions for Intel on Linux: conformance/rendering/clipping-wide-points.html BUG=642822 Change-Id: I020f57ddb4155fa7aa3d8c7ab21e86e4cb1a0868 Reviewed-on: https://chromium-review.googlesource.com/c/1309299 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Lin Sun <lin.sun@intel.com> Cr-Commit-Position: refs/heads/master@{#605914} [modify] https://crrev.com/38a6956db77b75fcf3b07dd42918a76e0f84d27c/AUTHORS [modify] https://crrev.com/38a6956db77b75fcf3b07dd42918a76e0f84d27c/content/test/gpu/gpu_tests/webgl_conformance_expectations.py
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Nov 27
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Comment 1 by zmo@chromium.org
, Aug 31 2016