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Fix testing with Chrome 65. #792

Merged
merged 2 commits into from
Mar 14, 2018
Merged

Fix testing with Chrome 65. #792

merged 2 commits into from
Mar 14, 2018

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manthey
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@manthey manthey commented Mar 7, 2018

Chrome 65 was released 2018-3-6. With it, some vertices appear odd in GL rendered lines, but only on the headless GL or xvfb tests. This doesn't affect how the tests are rendered in Chrome 65 on a desktop, so it is likely some sort of Chrome-65-with-mesa issue. This is not a mesa issue, since it was not updated.

Since this is just a testing artifact, rather than change the baselines, relax the strictness of the image comparison. Note that if travis allowed pinning to a specific version of Chrome, I'd recommend pinning to version 64 until Chrome fixes their issue.

Chrome 65 was released 2018-3-6.  With it, some vertices appear odd in
GL rendered lines, but only on the headless GL or xvfb tests.  This
doesn't affect how the tests are rendered in Chrome 65 on a desktop, so
it is likely some sort of Chrome-65-with-mesa issue.  This is not a mesa
issue, since it was not updated.

Since this is just a testing artifact, rather than change the baselines,
relax the strictness of the image comparison.  Note that if travis
allowed pinning to a specific version of Chrome, I'd recommend pinning
to version 64 until Chrome fixes their issue.
@manthey manthey merged commit 6950ced into master Mar 14, 2018
@manthey manthey deleted the chrome-65-testing branch March 14, 2018 19:45
manthey added a commit that referenced this pull request May 9, 2018
Chrome 65 and 66 when running in xvfb with openmesa do not compute
atan(0, <negative>) correctly.  Also, there are occasional int() casts
that round down even when they are small integers.  These changes make
image comparisons more robust by working around the atan issue (this may
be the issue detailed in
chromium.googlesource.com/angle/angle/commit/da9fb09).  I have submitted
a new issue to chromium:
https://bugs.chromium.org/p/chromium/issues/detail?id=841296 to track
this problem.

With this commit, the baselines were regenerated with Chrome 64, and the
test strictness requirements changed in PR #792 have been reverted.
There are subtly differences between Chrome 64 and 66 (font aliasing is
slightly different, and I think the other changes are because the shader
float precision is subtly different, though I'm not sure of that).
manthey added a commit that referenced this pull request May 11, 2018
Chrome 65 and 66 when running in xvfb with openmesa do not compute
atan(0, <negative>) correctly.  Also, there are occasional int() casts
that round down even when they are small integers.  These changes make
image comparisons more robust by working around the atan issue (this may
be the issue detailed in
chromium.googlesource.com/angle/angle/commit/da9fb09).  I have submitted
a new issue to chromium:
https://bugs.chromium.org/p/chromium/issues/detail?id=841296 to track
this problem.

With this commit, the baselines were regenerated with Chrome 64, and the
test strictness requirements changed in PR #792 have been reverted.
There are subtly differences between Chrome 64 and 66 (font aliasing is
slightly different, and I think the other changes are because the shader
float precision is subtly different, though I'm not sure of that).
manthey added a commit that referenced this pull request May 11, 2018
Chrome 65 and 66 when running in xvfb with openmesa do not compute
atan(0, <negative>) correctly.  Also, there are occasional int() casts
that round down even when they are small integers.  These changes make
image comparisons more robust by working around the atan issue (this may
be the issue detailed in
chromium.googlesource.com/angle/angle/commit/da9fb09).  I have submitted
a new issue to chromium:
https://bugs.chromium.org/p/chromium/issues/detail?id=841296 to track
this problem.

With this commit, the baselines were regenerated with Chrome 64, and the
test strictness requirements changed in PR #792 have been reverted.
There are subtly differences between Chrome 64 and 66 (font aliasing is
slightly different, and I think the other changes are because the shader
float precision is subtly different, though I'm not sure of that).
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2 participants