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tests/hlsl: Avoid sampling on texel edges in ps1-projection.shader_test.
In the projected case, (1.2, 0.5) divided by 2.0 results in (0.6, 0.25) as effective coordinates. The 0.25 y-coordinate is well within the second row of texels; that's fine. On the other hand, the 0.6 x-coordinate falls right between the third and fourth column of texels. The test expects the fourth column to be selected, but that's very fragile: neither 1.2 nor 0.6 can be exactly represented as a 32-bit floating-point value, and it only takes a single ulp to push things to the other side of the edge.
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Notes:
Henri Verbeet
2025-11-24 19:13:06 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1838
@@ -18,7 +18,7 @@ size (2d, 5, 5)
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[vertex shader]
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void main(inout float4 pos : position, out float4 tex : texcoord)
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{
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tex = float4(1.2, 0.5, 4.0, 2.0);
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tex = float4(1.4, 0.5, 4.0, 2.0);
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}
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[pixel shader d3dbc-hex]
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