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P2Important issues not at the top of the work listImportant issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsImpeller rendering backend issues and features requeststeam-engineOwned by Engine teamOwned by Engine teamtriaged-engineTriaged by Engine teamTriaged by Engine team
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The differences have to do with taking away the extra 1 pixel padding from the RenderToSnapshot introduced in #177687. The differences show up in ComposePaintRuntimeInner and ComposePaintRuntimeOuter tests. The output I would expect is actually opengles in this case, the vulkan and metal outputs look wrong.
This removal of the padding was required to get pixel perfect fragment shading coordinates until we can potentially pass a transform into the ImageFilter.shader shader to represent the offset.
ComposePaintRuntimeInner
vulkan
opengles
metal

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P2Important issues not at the top of the work listImportant issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsImpeller rendering backend issues and features requeststeam-engineOwned by Engine teamOwned by Engine teamtriaged-engineTriaged by Engine teamTriaged by Engine team