One small nit below, otherwise LGTM Reviewed-by: Tapani Pälli <tapani.pa...@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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