Commit b094b58
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Triage post-SPIRV-Cross-bump pixel-diff fallout
After the SPIRV-Cross HLSL opcode bump, 5 tests that previously crashed at
shader compile time now reach the renderer but produce pixel diffs above
the 2.5% threshold. Per-test investigation:
idx 331 Baked Vertex Animation 76931 px (31% off) — animation evaluates
to a different sub-frame than the WebGL reference. Output is
deterministic across runs; the rendering itself is correct, just
at a different point in the animation cycle. Re-bake reference.
idx 363 Screen Space Reflections 2 36839 px (15% off) — real SSR
regression. The wet/reflective floor surface that the reference
shows is missing in BN's output. Document, keep excluded.
idx 369 Sprites Pixel Perfect 18269 px (7.6% off) — real sprite
alpha-blending regression. Transparent pixels around the sprite
quad show as opaque black instead of the underlying scene color.
Document, keep excluded.
idx 395 soft-transparent-shadows 8452 px (3.4% off) — real shadow
filter precision regression. The soft shadow blur produces a
grainy / aliased pattern instead of the smooth filtered output
in the reference. Document, keep excluded.
idx 399 apply-all-post-processes 7126 px (2.9% off) — minor noise
from chromatic aberration / film-grain post-process. Per-channel
mean diff is under 3; only stochastic noise exceeds the per-pixel
threshold. Output is deterministic. Re-bake reference.
Re-bake refs for 331 + 399 (PNG-optimized) and strip
excludeFromAutomaticTesting. Update the three remaining entries'
"reason" field to name the actual regression instead of the stale
"Test crashes or hangs on Babylon Native" text.1 parent 5c4081e commit b094b58
3 files changed
Lines changed: 3 additions & 7 deletions
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- Apps/Playground
- ReferenceImages
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