[Piglit] [PATCH] glsl-sdl-sincos-accuracy: Add a new test for a vc4 bug with SDL2.
Tapani Pälli
tapani.palli at intel.com
Tue Sep 25 08:13:30 UTC 2018
One small nit below, otherwise LGTM
Reviewed-by: Tapani Pälli <tapani.palli at intel.com>
On 9/22/18 3:23 AM, Eric Anholt wrote:
> Our sin(0.0) and cos(0.0) were too inaccurate, causing twisting in
> SDL2's rendering.
> ---
> .../glsl-sdl-sincos-accuracy.shader_test | 36 +++++++++++++++++++
> 1 file changed, 36 insertions(+)
> create mode 100644 tests/shaders/glsl-sdl-sincos-accuracy.shader_test
>
> diff --git a/tests/shaders/glsl-sdl-sincos-accuracy.shader_test b/tests/shaders/glsl-sdl-sincos-accuracy.shader_test
> new file mode 100644
> index 000000000000..c6ca7e1ae596
> --- /dev/null
> +++ b/tests/shaders/glsl-sdl-sincos-accuracy.shader_test
> @@ -0,0 +1,36 @@
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +void main()
> +{
> + gl_Position = gl_Vertex;
> +}
could use [vertex shader passthrough]
> +
> +[fragment shader]
> +/* SDL2 prior to 12156:e5a666405750 (Aug 28) would render a bunch of
> + * its contents using cos/sin in the VS to handle a user-passed angle
> + * value (See SDL's RenderCopyEx, for example). If our error at angle
> + * == 0.0 is too much, we'll slightly rotate the images even with
> + * nearest filtering.
> + */
> +uniform float angle;
> +void main()
> +{
> + float sin_err = abs(sin(angle) - 0.0);
> + float cos_err = abs(cos(angle) - 1.0);
> + /* Allow a tolerance of half a pixel of error at a 2048x2048
> + * window (viewport is from -1 to 1).
> + */
> + float tolerance = 2.0 / 2048.0 / 2.0;
> +
> + gl_FragColor = vec4(sin_err >= tolerance,
> + sin_err < tolerance && cos_err < tolerance,
> + cos_err >= tolerance,
> + 0.0);
> +}
> +
> +[test]
> +uniform float angle 0.0
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 0.0
>
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