[Git][wine/vkd3d][master] tests/hlsl: Avoid sampling on texel edges in ps1-projection.shader_test.
Henri Verbeet pushed to branch master at wine / vkd3d Commits: 3431c006 by Henri Verbeet at 2025-11-24T18:54:54+01:00 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. - - - - - 1 changed file: - tests/hlsl/ps1-projection.shader_test View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/commit/3431c006ae906ee2a0265e715b05ff... -- View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/commit/3431c006ae906ee2a0265e715b05ff... You're receiving this email because of your account on gitlab.winehq.org.
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Henri Verbeet (@hverbeet)