EXPECT_FLOAT_EQ(1.0, out_data[7 * (size * 3) + 7]);
for (unsigned y = 0; y < size * 3; ++y) {
for (unsigned x = 0; x < size * 3; ++x) {
- EXPECT_FLOAT_EQ(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x]);
- EXPECT_FLOAT_EQ(out_data[y * (size * 3) + x], out_data[y * (size * 3) + (size * 3 - x - 1)]);
+ EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x], 1e-6);
+ EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[y * (size * 3) + (size * 3 - x - 1)], 1e-6);
}
}
}
// Deliberately put the data of interest very close to the right,
// where texture coordinates are farther from 0 and thus less precise.
- float data[size] = {0};
+ float data[size * 2] = {0};
data[size - offset] = 1.0f;
float expected_data[size * 2] = {0};
for (int x = 0; x < size * 2; ++x) {