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Use a software renderer for kittest #8245
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According to @Wumpf this is likely due to differences in filtering. If we use a manual four-tap bilinear filter in the egui pixel shader we should get a lot closer results, hopefully within the error margins. |
Unfortunately not true since software renderer among each other also have different results. E.g. llvmpipe won't give use the same as microsoft's WARP |
So we're back to the manual-texture-filtering idea then? |
That would surely alleviate the issue(s) significantly (very much in favor of trying that for the egui shader!), but we'll for sure never catch all differences anyways 🤷 - we can't realistically catch all sources of rendering discrepancies everywhere. |
Kittest-based UI snapshot test currently use whatever hardware backend wgpu picks, which has multiple drawbacks:
Using a software rendering backend would solve both of these issues.
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