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Update verification threshold in the depth bias tests
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Verification depth threshold in the depth bias tests is too strict to
pass on some devices. Updating the threshold while it is still below
the depth delta in each pixel resolves the issue.

Affects:
dEQP-VK.draw.*.inverted_depth_ranges.*

Components: Vulkan
VK-GL-CTS issue: 5079

Change-Id: I2d537e9004ab4a4670c35775f52ec1b15bc261c6
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madeeha authored and lordalcol committed May 2, 2024
1 parent 698aafc commit 5fd73c8
Showing 1 changed file with 1 addition and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ constexpr float kClearDepth = 1.0f;
constexpr int kClearStencil = 0;
constexpr int kMaskedStencil = 1;
constexpr float kDepthEpsilon = 0.00025f; // Used to decide if a calculated depth passes the depth test.
constexpr float kDepthThreshold = 0.0025f; // Used when checking depth buffer values. Less than depth delta in each pixel (~= 1.4/205).
constexpr float kDepthThreshold = 0.0064f; // Used when checking depth buffer values. Less than depth delta in each pixel (~= 1.4/205).
constexpr float kMargin = 0.2f; // Space between triangle and image border. See kVertices.
constexpr float kDiagonalMargin = 0.00125f; // Makes sure the image diagonal falls inside the triangle. See kVertices.
const Vec4 kVertexColor (0.0f, 0.5f, 0.5f, 1.0f); // Note: the first component will vary.
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