[Piglit] [PATCH 4/4] arb_texture_view: Fill 2D array texture properly

Jon Ashburn jon at lunarg.com
Tue Jan 14 08:59:52 PST 2014


Looks good to me
Reviewed-by: Jon Ashburn <jon at lunarg.com>

On 01/11/2014 05:39 PM, Chris Forbes wrote:
> The depth only varies by miplevel for volume textures -- all miplevels
> have the same number of layers for an array texture.
>
> Previously we would fail to fill all but the first layers, and then
> sample from whatever junk was in that memory. This might have worked by
> accident on some hardware.
>
> Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
> ---
>   tests/spec/arb_texture_view/rendering_target.c | 2 +-
>   1 file changed, 1 insertion(+), 1 deletion(-)
>
> diff --git a/tests/spec/arb_texture_view/rendering_target.c b/tests/spec/arb_texture_view/rendering_target.c
> index bff030d..20eb291 100644
> --- a/tests/spec/arb_texture_view/rendering_target.c
> +++ b/tests/spec/arb_texture_view/rendering_target.c
> @@ -112,7 +112,7 @@ test_render_with_targets(GLenum target)
>   			width /= 2;
>   		if (height > 1)
>   			height /= 2;
> -		if (depth > 1)
> +		if (depth > 1 && target == GL_TEXTURE_3D)
>   			depth /= 2;
>   	}
>   



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