Increase threshold in ES2 frag op and buffer tests
authorPyry Haulos <phaulos@google.com>
Mon, 7 Mar 2016 20:48:25 +0000 (12:48 -0800)
committerPyry Haulos <phaulos@google.com>
Mon, 7 Mar 2016 20:48:25 +0000 (12:48 -0800)
Bug: 27527527
Bug: 27527530
Change-Id: Id94e11c300baa07a0b98c758cf5186c47465318b

modules/gles2/functional/es2fBufferTestUtil.cpp
modules/gles2/functional/es2fRandomFragmentOpTests.cpp

index a94025b..30c2134 100644 (file)
@@ -414,7 +414,7 @@ bool VertexArrayVerifier::verify (deUint32 buffer, const deUint8* refPtr, int of
        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;
index 6ad221d..dd40e87 100644 (file)
@@ -413,7 +413,7 @@ tcu::UVec4 RandomFragmentOpCase::getCompareThreshold (void) const
        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.