[Piglit] [PATCH 1/4] Add a new comprehensive test for textureSize().
Kenneth Graunke
kenneth at whitecape.org
Tue Dec 6 15:22:14 PST 2011
On 12/06/2011 02:24 PM, Eric Anholt wrote:
> 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?
Goodness. :( Thanks for catching that.
> (looks like type isn't used yet, though I assume it's about to be)
I haven't actually used it yet. It seemed like being able to identify
the exact sampler without strcmp would be useful at some point, so I'm
inclined to keep it...though in practice I find I want to consider
dimensionality and float/int/uint separately most of the time.
>> +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.
Ah, right. I always forget that.
> Other than that,
>
> Reviewed-by: Eric Anholt <eric at anholt.net>
Thanks for the review!
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