Loosen precision requirements on vulkan shader debugging

* Test 185 does repeated pow() calls and the precision difference seems to
  accumulate on mesa drivers at least.
This commit is contained in:
baldurk
2026-08-24 23:25:58 +01:00
parent 08d6492dc6
commit 1a3e8c79bf
@@ -45,7 +45,13 @@ class VK_Shader_Debug_Zoo(rdtest.TestCase):
debugged = self.evaluate_source_var(output, variables)
try:
self.check_pixel_value(pipe.GetOutputTargets()[0].resource, x, y, debugged.value.f32v[0:4])
valscale = min(debugged.value.f32v[0:4])
eps = rdtest.FLT_EPSILON
if valscale > 1.0:
eps = 5.0e-05
self.check_pixel_value(pipe.GetOutputTargets()[0].resource, x, y, debugged.value.f32v[0:4], eps=eps)
except rdtest.TestFailureException as ex:
failed = True
rdtest.log.error("Test {} in sub-section {} did not match. {}".format(test, child, str(ex)))