<icecream95>
It seems to be a floating-point precision error - adding brackets to make gl_FragCoord.y be multiplied with 0.0001 before gl_FragCoord.x fixes the glmark loop tests
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<icecream95>
tomeu: The job log for gimark has OUT_OF_MEMORY faults
<tomeu>
yeah, I see those in other jobs as well
<tomeu>
not sure what this is about
<tomeu>
maybe we aren't sizing some BO that the GPU renders to
<tomeu>
the polygon list, or the scratch
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<alyssa>
icecream95: glmark2 has precision bugs affecting terrain and the fragcoord ones, freedreno has the same issues, etc
<alyssa>
oh tomeu brought that up
<alyssa>
FragCoord I think you need to copy into a highp var before multiplying
<alyssa>
the terrain one I once bisected which line needed a highp qualifier
<alyssa>
tomeu: OUT_OF_MEMORY refers to the (GROWABLE) tiler_heap being too small, I believe.
<alyssa>
but usually those faults are a symptom of something else going wrong I think
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<tomeu>
it's interesting that the rendering seems to be correct
<tomeu>
wonder if we are lucky and the polygons are hidden, or something like that
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