Corrected shaders to draw uniform colors.
authorGeorge Liu <george.liu@arm.com>
Wed, 9 Nov 2022 07:55:45 +0000 (15:55 +0800)
committerMatthew Netsch <quic_mnetsch@quicinc.com>
Thu, 8 Dec 2022 23:06:04 +0000 (23:06 +0000)
commit70d6a60cc7df660554055602275e53ad20cafe42
treef4bae7a705b6ac0c62d09e47ab87250d7000107e
parent0de8d1dcac618e160e4d01cf0f01fe146d87eb7d
Corrected shaders to draw uniform colors.

For MSAA, the subsample of the pixel may be in the triangle, but the
center of the pixel is outside the triangle. This pixel depth may be out
of the depth range and gl_FragCoord.z is negative, especially when the
triangle is narrow and the depth gradient is large. This will draw an
unexpected black for the pixel after the calculation.

This only happens for configs that are not in the must-pass:
'--deqp-surface-width=3840 --deqp-surface-height=2160
--deqp-gl-config-name=rgba8888d24s8ms4'

Components: OpenGL ES
VK-GL-CTS issue: 4110
Affects: dEQP-GLES3.functional.occlusion_query.*

Change-Id: Ib92fe4b90e326bc8a313f123b1df1cdc4417f6d1
modules/gles3/functional/es3fOcclusionQueryTests.cpp