Use correct, stricter coverage variation thresholds in texture tests
authorPyry Haulos <phaulos@google.com>
Wed, 25 Feb 2015 18:51:52 +0000 (10:51 -0800)
committerPyry Haulos <phaulos@google.com>
Wed, 25 Feb 2015 18:51:52 +0000 (10:51 -0800)
commitaee7e15843cfe2a16c332598bbee8eaf3de351d3
tree18b79403595e41c3fc3ff4112fa358eeb41701e0
parent9bba09c30961a6912689b1841d0214db14422f01
Use correct, stricter coverage variation thresholds in texture tests

Cube map and 3D texture lookup validation utilities accommodate for
potential coverage computation differences by allowing pixels around
triangle edges to match either of the two triangles forming the test
quad.

The thresholds used eariler applied slightly too small bias, but in
wrong coordinate space (clip-space instead of window coords). This
change fixes both issues, making tests a bit more strict, and correct.

Bug: 19099914
Change-Id: Ife90c9a6a5261954e9f98b68e199248cfc589920
modules/glshared/glsTextureTestUtil.cpp