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    <body><span class="vcard"><a class="email" href="mailto:idr@freedesktop.org" title="Ian Romanick <idr@freedesktop.org>"> <span class="fn">Ian Romanick</span></a>
</span> changed
              <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - [i965 Bisected]Piglit spec_EXT_texture_array_gen-mipmap fails"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=74769">bug 74769</a>
        <br>
             <table border="1" cellspacing="0" cellpadding="8">
          <tr>
            <th>What</th>
            <th>Removed</th>
            <th>Added</th>
          </tr>

         <tr>
           <td style="text-align:right;">Severity</td>
           <td>major
           </td>
           <td>normal
           </td>
         </tr>

         <tr>
           <td style="text-align:right;">Priority</td>
           <td>high
           </td>
           <td>medium
           </td>
         </tr></table>
      <p>
        <div>
            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - [i965 Bisected]Piglit spec_EXT_texture_array_gen-mipmap fails"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=74769#c3">Comment # 3</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - [i965 Bisected]Piglit spec_EXT_texture_array_gen-mipmap fails"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=74769">bug 74769</a>
              from <span class="vcard"><a class="email" href="mailto:idr@freedesktop.org" title="Ian Romanick <idr@freedesktop.org>"> <span class="fn">Ian Romanick</span></a>
</span></b>
        <pre>Looking at the test, it's fairly terrible.  It sets a texture to all white,
generates mipmap levels, then checks the results.  The problem is that it's
possible to get all white as a result by luck.  Previous to 2bf4db1697, the
test was getting a GL error (as predicted) generated inside meta.

The test needs some changes.  Specifically, I think a more interesting texture
needs to be used.  Since this test involves texture compression and other
things that make predicting the exact result difficult, the result of
compressing the array texture should be compared with the result of compressing
a regular GL_TEXTURE_2D.  The updated test would create two textures, one
GL_TEXTURE_2D_ARRAY and one GL_TEXTURE_2D.  Send the same texture (perhaps the
RGBW texture) to both with the same internalFormat.  Call glGenerateMipmaps and
glGetTexImage on both.  Each should give the same results.

At a minimum, the test should check that glGenerateMipmaps doesn't generate a
GL error.</pre>
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