ping? Am 09.09.2017 um 07:31 schrieb srol...@vmware.com: > From: Roland Scheidegger <srol...@vmware.com> > > Tolerance was added for the tests a while ago, but it looks like it was > forgotten for the nearest_biased test (the nearest one has it). > Also, for the linear test, add tolerance too when comparing x and y lodq > results - the values should probably be the same mostly, however it's possible > (due to interpolation inaccuracies) to get values just below 0 or above 3, in > which case they will get clamped. (Could just do a clamp instead of allowing > tolerance I suppose, but some tolerance might be allowed in any case there > too.) > > This is required for llvmpipe (with a in-progress change) to pass. > --- > .../execution/fs-textureQueryLOD-linear.shader_test | 2 +- > .../execution/fs-textureQueryLOD-nearest-biased.shader_test | 6 > +++++- > 2 files changed, 6 insertions(+), 2 deletions(-) > > diff --git > a/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-linear.shader_test > > b/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-linear.shader_test > index 6afef71..bb2d8ba 100644 > --- > a/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-linear.shader_test > +++ > b/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-linear.shader_test > @@ -60,7 +60,7 @@ void main() > } > > vec2 queried_lod = textureQueryLOD(tex, gl_TexCoord[0].st); > - if (queried_lod.x != queried_lod.y) { > + if (!equal(queried_lod.x, queried_lod.y)) { > discard; > } > if (!equal(queried_lod.x, lod)) { > diff --git > a/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-nearest-biased.shader_test > > b/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-nearest-biased.shader_test > index 1e0c557..4487930 100644 > --- > a/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-nearest-biased.shader_test > +++ > b/tests/spec/arb_texture_query_lod/execution/fs-textureQueryLOD-nearest-biased.shader_test > @@ -51,6 +51,10 @@ GL_ARB_texture_query_lod > #define MAX_MIPMAP_LEVEL 3 > uniform sampler2D tex; > uniform float lod; > + > +#define tolerance (1.0/255.0) > +#define equal(x,y) (abs((x) - (y)) <= tolerance) > + > void main() > { > /* The ARB_texture_query_lod spec says that if TEXTURE_MIN_FILTER is set > @@ -69,7 +73,7 @@ void main() > } > > vec2 queried_lod = textureQueryLOD(tex, gl_TexCoord[0].st); > - if (queried_lod.x != min(queried_lod.y, MAX_MIPMAP_LEVEL)) { > + if (!equal(queried_lod.x, min(queried_lod.y, MAX_MIPMAP_LEVEL))) { > discard; > } > if (queried_lod.x != min(nearest_lod + 1, MAX_MIPMAP_LEVEL)) { >
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