I'm moving my game from OpenGL to WebGPU (using wgpu) and am noticing that there's something wrong with the way textures are sampled or rasterized on OpenGL and wgpu. wgpu is just kinda wobbly.
The weird thing is, RenderDoc says the vertex shader output is exactly the same between the two implementations. Yet for some reason the textures comes out wrong.
To pile on more weirdness: my game also supported ANGLE where it was fine. So were fundamental rasterization rules changed between D3D11 and D3D12? I'm trying to run wgpu on ANGLE to see if that sheds some light on things but figure I'm just gonna post this anyways.
Like I said, results are the same between OpenGL, wgpu Vulkan and wgpu D3D12 in RenderDoc. The only slight difference in the parameters I can discern is that wgpu Vulkan has the Y axis flipped by setting a negative-height viewport, but I don't think that's it (since D3D12 has it too?)