[Piglit] [PATCH] ARB_texture_query_levels/*nomips: fix the tests

Marek Olšák maraeo at gmail.com
Fri Jun 13 16:45:44 PDT 2014


Cc'ing Chris.

Marek

On Sat, Jun 14, 2014 at 1:44 AM, Marek Olšák <maraeo at gmail.com> wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> Yes, the result of the function must be non-zero but is otherwise undefined.
> ---
>  .../spec/arb_texture_query_levels/execution/fs-nomips.shader_test | 8 ++++----
>  .../spec/arb_texture_query_levels/execution/vs-nomips.shader_test | 8 ++++----
>  2 files changed, 8 insertions(+), 8 deletions(-)
>
> diff --git a/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test b/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test
> index 3702c86..1e295d6 100644
> --- a/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test
> +++ b/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test
> @@ -8,10 +8,12 @@ GL_ARB_texture_query_levels
>  #extension GL_ARB_texture_query_levels: require
>
>  uniform sampler2D s;
> -uniform int expected;
> +
> +// The only thing the spec says about textures without a minification filter is:
> +//   "If the texture is complete, a non-zero value must be returned."
>
>  void main() {
> -       if (textureQueryLevels(s) == expected)
> +       if (textureQueryLevels(s) != 0)
>             gl_FragColor = vec4(0,1,0,0);
>         else
>             gl_FragColor = vec4(1,0,0,0);
> @@ -28,7 +30,5 @@ uniform int s 0
>  texparameter 2D min nearest
>  texparameter 2D mag nearest
>
> -uniform int expected 1
> -
>  draw rect -1 -1 2 2
>  relative probe rgba (0.5, 0.5)   (0, 1, 0, 0)
> diff --git a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
> index 904d506..ad70e02 100644
> --- a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
> +++ b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
> @@ -9,11 +9,13 @@ in vec4 vertex;
>  out vec4 color;
>
>  uniform sampler2D s;
> -uniform int expected;
> +
> +// The only thing the spec says about textures without a minification filter is:
> +//   "If the texture is complete, a non-zero value must be returned."
>
>  void main() {
>      gl_Position = vertex;
> -   if (textureQueryLevels(s) == expected)
> +   if (textureQueryLevels(s) != 0)
>         color = vec4(0,1,0,0);
>     else
>         color = vec4(1,0,0,0);
> @@ -37,7 +39,5 @@ uniform int s 0
>  texparameter 2D min nearest
>  texparameter 2D mag nearest
>
> -uniform int expected 1
> -
>  draw rect -1 -1 2 2
>  relative probe rgba (0.5, 0.5)  (0, 1, 0, 0)
> --
> 1.9.1
>


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