[Piglit] [PATCH] gl-3.2-depth-tex-sampling: fix the test to expect "red" depth samples

Marek Olšák maraeo at gmail.com
Sun Dec 22 06:36:19 PST 2013


Reviewed-by: Marek Olšák <marek.olsak at amd.com>

Marek

On Sun, Dec 22, 2013 at 2:56 PM, Brian Paul <brianp at vmware.com> wrote:
> I missed the language in section 3.8.7 about depth texture sampling.
> Thanks, Marek.
> ---
>  tests/spec/gl-3.2/depth-tex-sampling.c |   28 +++++++++++-----------------
>  1 file changed, 11 insertions(+), 17 deletions(-)
>
> diff --git a/tests/spec/gl-3.2/depth-tex-sampling.c b/tests/spec/gl-3.2/depth-tex-sampling.c
> index 7d2988c..32079c1 100644
> --- a/tests/spec/gl-3.2/depth-tex-sampling.c
> +++ b/tests/spec/gl-3.2/depth-tex-sampling.c
> @@ -22,18 +22,12 @@
>   */
>
>  /*
> - * In the GL 3.2 core profile, GL_DEPTH_TEXTURE_MODE is deprecated.
> - * Sampling a depth texture should always return (d, d, d, 1) which
> - * corresponds to the legacy GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE.
> + * The section 3.8.7 (page 160) of the GL 3.2 core specification says:
>   *
> - * NVIDIA's driver, however, seems to return (d, 0, 0, 1).
> - *
> - * From the OpenGL 3.2 specification, page 332:
> - *  "Depth texture mode - DEPTH_TEXTURE_MODE. Section 3.8.15 is to be
> - *   changed so that r is returned to texture samplers directly, and
> - *   the OpenGL Shading Language 1.30 Specification is to be changed
> - *   so that (r,r,r,1) is always returned from depth texture samplers
> - *   in this case."
> + * "Depth textures and the depth components of depth/stencil textures can
> + * be treated as RED textures during texture filtering and application
> + * (see section 3.8.15). The initial state for depth and depth/stencil
> + * textures treats them as RED textures."
>   *
>   * Brian Paul
>   * 5 Dec 2013
> @@ -181,14 +175,14 @@ enum piglit_result
>  piglit_display(void)
>  {
>         static const float black[4] = { 0.0, 0.0, 0.0, 1.0 };
> -       static const float white[4] = { 1.0, 1.0, 1.0, 1.0 };
> -       static const float gray[4] = { 0.5, 0.5, 0.5, 1.0 };
> +       static const float red50[4] = { 0.5, 0.0, 0.0, 1.0 };
> +       static const float red100[4] = { 1.0, 0.0, 0.0, 1.0 };
>         bool pass = true;
>
>         glViewport(0, 0, piglit_width, piglit_height);
>
> -       /* This should draw a grayscale gradient ranging from black
> -        * at the bottom of the window to white at the top.
> +       /* This should draw a red gradient ranging from black
> +        * at the bottom of the window to full red at the top.
>          */
>         glClearColor(0.2, 0.2, 0.8, 1.0);
>         glClear(GL_COLOR_BUFFER_BIT);
> @@ -197,10 +191,10 @@ piglit_display(void)
>         if (!piglit_probe_pixel_rgba(0, 0, black))
>                 pass = false;
>
> -       if (!piglit_probe_pixel_rgba(0, piglit_height/2, gray))
> +       if (!piglit_probe_pixel_rgba(0, piglit_height/2, red50))
>                 pass = false;
>
> -       if (!piglit_probe_pixel_rgba(0, piglit_height-1, white))
> +       if (!piglit_probe_pixel_rgba(0, piglit_height-1, red100))
>                 pass = false;
>
>         piglit_present_results();
> --
> 1.7.10.4
>
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