[Bf-blender-cvs] [3d765f65274] master: GPU: Fix gpu_math_test.glsl test case.

Jeroen Bakker noreply at git.blender.org
Tue Jan 31 09:53:04 CET 2023


Commit: 3d765f652747dc0ccad3d45326f96053f663ff30
Author: Jeroen Bakker
Date:   Tue Jan 31 09:43:44 2023 +0100
Branches: master
https://developer.blender.org/rB3d765f652747dc0ccad3d45326f96053f663ff30

GPU: Fix gpu_math_test.glsl test case.

Test results were generated from incorrect code.
Code was fixed, but test results weren't updated.
This patch updates the test results to match the implementation.
- `projection_perspective.w.w == 0.0`

===================================================================

M	source/blender/gpu/tests/shaders/gpu_math_test.glsl

===================================================================

diff --git a/source/blender/gpu/tests/shaders/gpu_math_test.glsl b/source/blender/gpu/tests/shaders/gpu_math_test.glsl
index f61bd00d58e..a1c22e822a8 100644
--- a/source/blender/gpu/tests/shaders/gpu_math_test.glsl
+++ b/source/blender/gpu/tests/shaders/gpu_math_test.glsl
@@ -252,7 +252,7 @@ void main()
     result = transform_direction(m3, p);
     EXPECT_NEAR(result, expect, 1e-5);
 
-    expect = vec3(-0.5, -1, -1.7222222);
+    expect = vec3(-0.333333, -0.666667, -1.14815);
     result = project_point(pers4, p);
     EXPECT_NEAR(result, expect, 1e-5);
 
@@ -278,13 +278,13 @@ void main()
     expect = transpose(mat4x4(vec4(-0.8f, 0.0f, 0.2f, 0.0f),
                               vec4(0.0f, -0.666667f, 0.333333f, 0.0f),
                               vec4(0.0f, 0.0f, -2.33333f, 0.666667f),
-                              vec4(0.0f, 0.0f, -1.0f, 1.0f)));
+                              vec4(0.0f, 0.0f, -1.0f, 0.0f)));
     EXPECT_NEAR(pers1, expect, 1e-4);
 
     expect = transpose(mat4x4(vec4(4.0f, 0.0f, 0.2f, 0.0f),
                               vec4(0.0f, 3.33333f, 0.333333f, 0.0f),
                               vec4(0.0f, 0.0f, -2.33333f, 0.666667f),
-                              vec4(0.0f, 0.0f, -1.0f, 1.0f)));
+                              vec4(0.0f, 0.0f, -1.0f, 0.0f)));
     EXPECT_NEAR(pers2, expect, 1e-4);
   }



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