Offset tris from fragments for triangle tests
authorReed Koser <rkoser@nvidia.com>
Mon, 3 Aug 2020 22:58:33 +0000 (15:58 -0700)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 27 Aug 2020 07:01:07 +0000 (03:01 -0400)
commit9383ef27266d545261fe0f2ceaa5061897e219d3
tree5b436ce8bdca645b92ea1aecf323353620b42a06
parentc1d10ca9f3862955c9adfe0aeb44fa42c47a19e8
Offset tris from fragments for triangle tests

At some render resolutions, these tests can rely on the outcome of a
rasterizer tie-break. Since such behavior is left unspecified, we
offset the generated triangles slightly to ensure that they reliably
hit (or miss) the fragment locations we expect them to.

Affects:
KHR-GLES31.core.draw_indirect.basic-mode-drawArrays-triangle_strip_adjacency
KHR-GLES31.core.draw_indirect.basic-mode-drawArrays-triangles_adjacency
KHR-GLES31.core.draw_indirect.basic-mode-drawElements-triangle_strip_adjacency
KHR-GLES31.core.draw_indirect.basic-mode-drawElements-triangles_adjacency

Components: OpenGL ES

VK-GL-CTS issue: 2522

Change-Id: I63ab56dba99b5e6f6369aa4fd8b4538c9d01d874
external/openglcts/modules/gles31/es31cDrawIndirectTests.cpp