[Piglit] [PATCH] gl-3.2-depth-tex-sampling: test OpenGL 3.2 core depth texture sampling

Brian Paul brianp at vmware.com
Sun Dec 22 05:56:14 PST 2013

On 12/21/2013 05:01 PM, Marek Olšák wrote:
> This test is wrong. The section 3.8.7 (page 160) of the GL 3.2 core
> specification says:
> "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."
> Your cited text from Appendix E is confusing and can be ignored. Sorry
> that I didn't review this earlier.
> I fixed this in Mesa some time ago:
> https://urldefense.proofpoint.com/v1/url?u=http://cgit.freedesktop.org/mesa/mesa/commit/?id%3Da6b1a7c0d269256ffbaf2300710601cde8ac872c&k=oIvRg1%2BdGAgOoM1BIlLLqw%3D%3D%0A&r=lGQMzzTgII0I7jefp2FHq7WtZ%2BTLs8wadB%2BiIj9xpBY%3D%0A&m=PvXSLq5GkKpGxK0Hl%2F6l61zf7rCNYwD14Dnb2OoxyiA%3D%0A&s=e6bac9ae24d1baeed133420cae5ca85e1d97e2451b63275a8ef159476975c7df

OK, thanks, Marek.  I'll post a patch to change the test.
If it looks OK, can you push it?  I'm about to leave for the holidays.


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