[Piglit] [PATCH 8/8] rude hack: use smaller formats in texturing tests.

Chris Forbes chrisf at ijw.co.nz
Sat Jan 5 01:07:39 PST 2013


RGBA32I, RGBA32UI, and RGBA32F are huge and
unsupported for multisample textures on at least Gen6 i965.

This shouldn't be committed as-is, but it allowed for testing of
multisample samplers with the generic textureSize() test.

Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
---
 tests/texturing/shaders/common.c | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/tests/texturing/shaders/common.c b/tests/texturing/shaders/common.c
index cf9c2b1..137149c 100644
--- a/tests/texturing/shaders/common.c
+++ b/tests/texturing/shaders/common.c
@@ -286,12 +286,12 @@ select_sampler(const char *name)
 	if (name[0] == 'i') {
 		sampler.data_type = GL_INT;
 		sampler.format = GL_RGBA_INTEGER;
-		sampler.internal_format = GL_RGBA32I;
+		sampler.internal_format = GL_RGBA8I;//GL_RGBA32I;
 		sampler.return_type = "ivec4";
 	} else if (name[0] == 'u') {
 		sampler.data_type = GL_UNSIGNED_INT;
 		sampler.format = GL_RGBA_INTEGER;
-		sampler.internal_format = GL_RGBA32UI;
+		sampler.internal_format = GL_RGBA8UI;//GL_RGBA32UI;
 		sampler.return_type = "uvec4";
 	} else if (strstr(name, "Shadow")) {
 		/* Shadow Sampler */
@@ -302,7 +302,7 @@ select_sampler(const char *name)
 	} else {
 		sampler.data_type = GL_FLOAT;
 		sampler.format = GL_RGBA;
-		sampler.internal_format = GL_RGBA32F;
+		sampler.internal_format = GL_RGBA;//GL_RGBA32F;
 		sampler.return_type = "vec4";
 	}
 
-- 
1.8.1



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