Re-enable blur-cube-with-the-effect-renderer validation test#1747
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Re-enable blur-cube-with-the-effect-renderer validation test#1747bkaradzic-microsoft wants to merge 1 commit into
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This EffectRenderer fullscreen-pass test rendered all-black on Native because the native engine did not honor depth-test toggles made through engine.depthCullingState.depthTest (used by EffectRenderer). Fixed upstream in the native engine (BabylonJS/Babylon.js#18558); re-enable the test here. Depends on a babylonjs dependency bump that includes the fix. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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Re-enable
blur-cube-with-the-effect-renderervalidation testWhat
Removes the
excludeFromAutomaticTestingflag from theblur-cube-with-the-effect-rendererPlayground validation test(
Apps/Playground/Scripts/config.json) so it runs in the automatic suite again.Why
The test renders an
EffectRenderer/EffectWrapperfullscreen pass and used toproduce an all-black frame on Babylon Native, failing the pixel comparison. Root cause
was in the native engine:
EffectRendererdisables depth testing throughengine.depthCullingState.depthTest = false, but the native engine only honored depthstate set via the explicit
setDepthBuffer()command and never flusheddepthCullingStateat draw time (unlike the WebGL/WebGPUapplyStates()path). Thefullscreen quad therefore kept the previous draw's depth test and every fragment was
discarded.
Fixed upstream in the native engine:
native-honor-depthcullingstate-depthtest)Verification (local, against the patched native engine)
blur-cube-with-the-effect-renderernow runs through the normal path (no--include-excluded) and passes:Test 'blur-cube-with-the-effect-renderer' validated.ran=274 passed=274 failed=0— no regressions, and there-enabled test is included.
(the other
EffectWrapper-based excluded tests — theAtmosphere *set — still fail forunrelated reasons and remain excluded).