[Piglit] [PATCH] texture-integer-glsl130: Expect 1 for alpha in R, RG, RGB cases.
Eric Anholt
eric at anholt.net
Mon Nov 19 08:41:03 PST 2012
Kenneth Graunke <kenneth at whitecape.org> writes:
> From the GL 3.0 specification, page 162:
> "Final Expansion to RGBA
>
> This step is performed only for non-depth component groups. Each group
> is converted to a group of 4 elements as follows: if a group does not
> contain an A element, then A is added and set to 1 for integer
> components or 1.0 for floating point components. If any of R, G, or B
> is missing from the group, each missing element is added and assigned a
> value of 0 for integer components or 0.0 for floating point
> components."
>
> In other words, alpha should always be 1 when sampling from textures
> whose format has less than 4 components.
> ---
> tests/spec/ext_texture_integer/texture-integer-glsl130.c | 5 ++---
> 1 file changed, 2 insertions(+), 3 deletions(-)
>
> I think this is correct, but I'd really appreciate a sanity check.
>
> This completely breaks the test on i965 (it was previously intermittent), but
> I'm fairly certain that's a bug. Reading the hardware docs (the "Sampler
> Output Channel Mapping" section), it should promote R to (R, 0, 0, 1) and RG
> to (R, G, 0, 1). It just doesn't seem to be for some reason. :/
While I think it's a correct change, I think the citation is wrong --
page 160 is about pixel rectangle transfers, and I don't think those
rules apply to texture sampling. Page 221, table 3.23 does say alpha
gets set to 1 in the texture sampling result for formats that don't
mention alpha.
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