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graphicsdriver: Bug fix: Tie-breaking when picking a texel
When a texel is picked on texel-borders of a texture, the behavior (tie-breaking) depends on GPU and unexpected. This change fixes this issue by shifting 1/512 [texel] when picking a texel up. Updates #1212
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@ -1327,13 +1327,59 @@ func TestImageLinearFilterGlitch(t *testing.T) {
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want = color.RGBA{0, 0, 0, 0xff}
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}
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if got != want {
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t.Errorf("src.At(%d, %d): filter: %d, got: %v, want: %v", i, j, f, got, want)
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t.Errorf("dst.At(%d, %d): filter: %d, got: %v, want: %v", i, j, f, got, want)
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}
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}
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}
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}
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}
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// Issue #1212
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func TestImageLinearFilterGlitch2(t *testing.T) {
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const w, h = 100, 100
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src, _ := NewImage(w, h, FilterDefault)
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dst, _ := NewImage(w, h, FilterDefault)
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idx := 0
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pix := make([]byte, 4*w*h)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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if i+j < 100 {
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pix[4*idx] = 0
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pix[4*idx+1] = 0
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pix[4*idx+2] = 0
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pix[4*idx+3] = 0xff
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} else {
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pix[4*idx] = 0xff
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pix[4*idx+1] = 0xff
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pix[4*idx+2] = 0xff
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pix[4*idx+3] = 0xff
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}
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idx++
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}
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}
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src.ReplacePixels(pix)
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op := &DrawImageOptions{}
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op.Filter = FilterLinear
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dst.DrawImage(src, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if i+j < 100 {
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want = color.RGBA{0, 0, 0, 0xff}
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} else {
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want = color.RGBA{0xff, 0xff, 0xff, 0xff}
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}
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if !sameColors(got, want, 1) {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestImageAddressRepeat(t *testing.T) {
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const w, h = 16, 16
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src, _ := NewImage(w, h, FilterDefault)
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@ -139,8 +139,10 @@ struct ColorFromTexel<FILTER_LINEAR, address> {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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float2 p0 = v.tex - texel_size / 2.0;
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float2 p1 = v.tex + texel_size / 2.0;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0);
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float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0);
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p0 = AdjustTexelByAddress<address>(p0, v.tex_region);
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p1 = AdjustTexelByAddress<address>(p1, v.tex_region);
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@ -177,8 +179,8 @@ struct ColorFromTexel<FILTER_SCREEN, address> {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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float2 p0 = v.tex - texel_size / 2.0 / scale;
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float2 p1 = v.tex + texel_size / 2.0 / scale;
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float2 p0 = v.tex - texel_size / 2.0 / scale + (texel_size / 512.0);
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float2 p1 = v.tex + texel_size / 2.0 / scale + (texel_size / 512.0);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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@ -194,8 +194,8 @@ void main(void) {
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#if defined(FILTER_LINEAR)
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vec4 color;
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 p0 = pos - texel_size / 2.0;
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highp vec2 p1 = pos + texel_size / 2.0;
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highp vec2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
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highp vec2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
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p0 = adjustTexelByAddress(p0, varying_tex_region);
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p1 = adjustTexelByAddress(p1, varying_tex_region);
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@ -228,8 +228,11 @@ void main(void) {
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#if defined(FILTER_SCREEN)
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
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highp vec2 p0 = pos - half_scaled_texel_size;
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highp vec2 p1 = pos + half_scaled_texel_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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highp vec2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
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highp vec2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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