New blog post: The Diagonal Seam 📐
Mesa's u_blitter copies pixels by drawing a textured quad - two triangles with a diagonal seam between them. For NEAREST filtering, that seam produces a stripe of wrong texels on GC7000, failing dEQP's nearest_consistency tests.
The proprietary Vivante blob doesn't draw a quad at all. It draws one oversized triangle and lets the scissor clip it. No seam, no problem.
https://christian-gmeiner.info/2026-06-19-the-diagonal-seam/
The Diagonal Seam
Two more dEQP tests down: dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag -- Pass dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_min -- Pass This one was a fun geometry puzzle. The problem Mesa’s u_blitter is the utility that drivers use for framebuffer blits – copying pixel data between surfaces, optionally scaling and filtering. It works by drawing a textured quad: set up the source as a texture, the destination as a render target, and draw a rectangle with the appropriate texture coordinates. Simple.




