Use shader to calculate sample point
authorleiche02 <ryan.chen@arm.com>
Wed, 11 Nov 2020 06:42:14 +0000 (14:42 +0800)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 3 Dec 2020 08:19:51 +0000 (03:19 -0500)
commit3d55f6adbf38215ce3c4e2986a2a2e8a91086f08
treee2918a83ee1505650d247c38095b177701ca397e
parent2bae339d7b2477fc4aa4ffb44804eff19ef9fbd2
Use shader to calculate sample point

The test's sampling point is taking from interpolated varying, the inaccuracy
of interpolation may cause wrong sampling, use gl_FragCoord in fragment
shader to calcuate sample point directly.

Component: OpenGL

Affected tests: KHR-GLES32.core.nearest_edge.offset_*

VK-GL-CTS issue: 2651

Change-Id: Ib91595ca07a2b146059c51f2d68ebf086c10553c
external/openglcts/modules/common/glcNearestEdgeTests.cpp