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When rasterizing legacy-lines, OpenGL defines the width as being an extrusion along the minor axis, repeating varyings. While the spec *does* allow for an alternative method that matches our current results, the OpenGL ES CTS doesn't allow these results even if OpenGL ES has the same wording of an alternative method. This is technically speaking a bug in the OpenGL ES CTS, but it seems like nobody else is using the alternative formulation, at least not while passing the OpenGL ES CTS. On top of this, the OpenGL specification explicitly lists the extrusion results as the preferred method. So it seems like a good idea for us to do this the way the OpenGL specification prefers regardless; it's going to give less surprising results to applications, and it's helping us pass some tests. This math to set these up would "trivially" be: dx = (dx * dx + dy * dy) / dx dy = 0 and: dy = (dx * dx + dy * dy) / dy dx = 0 ...but since we've already calculated dxdy, we can reformulate this to save a division. This fixes the following dEQP test-cases: - dEQP-GLES2.functional.rasterization.interpolation.basic.line_loop_wide - dEQP-GLES2.functional.rasterization.interpolation.basic.line_strip_wide - dEQP-GLES2.functional.rasterization.interpolation.basic.lines_wide - dEQP-GLES2.functional.rasterization.interpolation.projected.line_loop_wide - dEQP-GLES2.functional.rasterization.interpolation.projected.line_strip_wide - dEQP-GLES2.functional.rasterization.interpolation.projected.lines_wide - dEQP-GLES3.functional.rasterization.fbo.rbo_singlesample.interpolation.lines_wide - dEQP-GLES3.functional.rasterization.fbo.texture_2d.interpolation.lines_wide - dEQP-GLES3.functional.rasterization.interpolation.basic.line_loop_wide - dEQP-GLES3.functional.rasterization.interpolation.basic.line_strip_wide - dEQP-GLES3.functional.rasterization.interpolation.basic.lines_wide - dEQP-GLES3.functional.rasterization.interpolation.projected.line_loop_wide - dEQP-GLES3.functional.rasterization.interpolation.projected.line_strip_wide - dEQP-GLES3.functional.rasterization.interpolation.projected.lines_wide Reviewed-by: Roland Scheidegger <sroland@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11315> |
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_): .. code-block:: sh $ mkdir build $ cd build $ meson .. $ sudo ninja install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.