The reason is that the 256 test uses texture sizes of 256*31=7936,
and above ~3900, some cards (at least both my Intel and NVidia card)
start having accuracy issues on some sizes. The test happens not to
die on this for semi-obscure reasons, but that's mostly by accident,
and in any case, requiring 8k textures for a unit test might be
a bit on the upper side.
TEST(FFTPassEffectTest, Repeat) {
srand(12345);
- for (int fft_size = 2; fft_size < 512; fft_size *= 2) {
+ for (int fft_size = 2; fft_size <= 128; fft_size *= 2) {
const int num_repeats = 31; // Prime, to make things more challenging.
float data[num_repeats * fft_size * 4];
float expected_data[num_repeats * fft_size * 4], out_data[num_repeats * fft_size * 4];