int maxQuadsPerBatch = maxQuadsX*maxQuadsY;
int numVerified = 0;
deUint32 program = m_program->getProgram();
- tcu::RGBA threshold = renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(3,3,3,3);
+ tcu::RGBA threshold = renderTarget.getPixelFormat().getColorThreshold() + tcu::RGBA(4,4,4,4);
bool isOk = true;
vector<tcu::Vec2> positions;
tcu::PixelFormat format = m_context.getRenderTarget().getPixelFormat();
if (format == tcu::PixelFormat(8, 8, 8, 8) || format == tcu::PixelFormat(8, 8, 8, 0))
- return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(2); // Default threshold.
+ return format.getColorThreshold().toIVec().asUint() + tcu::UVec4(6); // Default threshold.
else
return format.getColorThreshold().toIVec().asUint()
* tcu::UVec4(5) + tcu::UVec4(2); // \note Non-scientific ad hoc formula. Need big threshold when few color bits; especially multiple blendings bring extra inaccuracy.