<div dir="ltr">On 5 January 2013 01:07, Chris Forbes <span dir="ltr"><<a href="mailto:chrisf@ijw.co.nz" target="_blank">chrisf@ijw.co.nz</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
RGBA32I, RGBA32UI, and RGBA32F are huge and<br>
unsupported for multisample textures on at least Gen6 i965.<br>
<br>
This shouldn't be committed as-is, but it allowed for testing of<br>
multisample samplers with the generic textureSize() test.<br>
<br>
Signed-off-by: Chris Forbes <<a href="mailto:chrisf@ijw.co.nz">chrisf@ijw.co.nz</a>><br></blockquote><div><br></div><div>Wow, I don't know what to do about this. You're right that this is a hack, and we probably shouldn't commit it as is.<br>
<br></div><div>One possible idea: add a boolean parameter to select_sampler() that tells it whether we want an 8-bit internal format or a 32-bit internal format. Then, we can adjust the textureSize() test to request an 8-bit internal format and have the other tests go ahead and use the 32-bit internal format, as they do today. Still a bit of a hack, though. Anyone have any better ideas?<br>
</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
---<br>
tests/texturing/shaders/common.c | 6 +++---<br>
1 file changed, 3 insertions(+), 3 deletions(-)<br>
<br>
diff --git a/tests/texturing/shaders/common.c b/tests/texturing/shaders/common.c<br>
index cf9c2b1..137149c 100644<br>
--- a/tests/texturing/shaders/common.c<br>
+++ b/tests/texturing/shaders/common.c<br>
@@ -286,12 +286,12 @@ select_sampler(const char *name)<br>
if (name[0] == 'i') {<br>
sampler.data_type = GL_INT;<br>
sampler.format = GL_RGBA_INTEGER;<br>
- sampler.internal_format = GL_RGBA32I;<br>
+ sampler.internal_format = GL_RGBA8I;//GL_RGBA32I;<br>
sampler.return_type = "ivec4";<br>
} else if (name[0] == 'u') {<br>
sampler.data_type = GL_UNSIGNED_INT;<br>
sampler.format = GL_RGBA_INTEGER;<br>
- sampler.internal_format = GL_RGBA32UI;<br>
+ sampler.internal_format = GL_RGBA8UI;//GL_RGBA32UI;<br>
sampler.return_type = "uvec4";<br>
} else if (strstr(name, "Shadow")) {<br>
/* Shadow Sampler */<br>
@@ -302,7 +302,7 @@ select_sampler(const char *name)<br>
} else {<br>
sampler.data_type = GL_FLOAT;<br>
sampler.format = GL_RGBA;<br>
- sampler.internal_format = GL_RGBA32F;<br>
+ sampler.internal_format = GL_RGBA;//GL_RGBA32F;<br>
sampler.return_type = "vec4";<br>
}<br>
<span class="HOEnZb"><font color="#888888"><br>
--<br>
1.8.1<br>
<br>
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