[Piglit] [PATCH 1/4] Add a new comprehensive test for textureSize().
Eric Anholt
eric at anholt.net
Tue Dec 6 14:24:21 PST 2011
On Tue, 6 Dec 2011 13:23:55 -0800, Kenneth Graunke <kenneth at whitecape.org> wrote:
> +bool
> +select_sampler(const char *name)
> +{
> + int i;
> + bool found = false;
> + struct {
> + const char *name;
> + GLenum type;
> + GLenum target;
> + } samplers[] = {
> + { "sampler1DShadow", GL_SAMPLER_1D_SHADOW, GL_TEXTURE_1D },
> + { "sampler2DShadow", GL_SAMPLER_2D_SHADOW, GL_TEXTURE_2D },
> + { "samplerCubeShadow", GL_SAMPLER_CUBE_SHADOW, GL_TEXTURE_CUBE_MAP },
> + { "sampler2DRectShadow", GL_SAMPLER_2D_RECT_SHADOW, GL_TEXTURE_RECTANGLE },
> + { "sampler1DArrayShadow", GL_SAMPLER_1D_ARRAY_SHADOW, GL_TEXTURE_1D_ARRAY },
> + { "sampler2DArrayShadow", GL_SAMPLER_1D_ARRAY_SHADOW, GL_TEXTURE_2D_ARRAY },
GL_SAMPLER_2D_ARRAY_SHADOW?
(looks like type isn't used yet, though I assume it's about to be)
> +void
> +generate_texture()
> +{
> + int l, i;
> + GLuint tex;
> + const GLenum target = sampler.target;
> +
> + glActiveTexture(GL_TEXTURE0);
> +
> + glGenTextures(1, &tex);
> + glBindTexture(target, tex);
> + glEnable(target);
You shouldn't need this since you aren't using fixed function fragment
shading.
Other than that,
Reviewed-by: Eric Anholt <eric at anholt.net>
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