[Piglit] [PATCH 1/2] tbr-ranges: use usamplerBuffer

Chris Forbes chrisf at ijw.co.nz
Sun Nov 1 17:16:55 PST 2015


Both are

Reviewed-by: Chris Forbes <chrisf at ijw.co.nz>

On Mon, Nov 2, 2015 at 1:31 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:

> We bind a GL_R8UI texture, which means that we must use usamplerBuffer.
>
> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
>  tests/spec/arb_texture_buffer_range/ranges.c | 22 +++++++++++-----------
>  1 file changed, 11 insertions(+), 11 deletions(-)
>
> diff --git a/tests/spec/arb_texture_buffer_range/ranges.c
> b/tests/spec/arb_texture_buffer_range/ranges.c
> index 92f641e..c37c97a 100644
> --- a/tests/spec/arb_texture_buffer_range/ranges.c
> +++ b/tests/spec/arb_texture_buffer_range/ranges.c
> @@ -52,7 +52,7 @@ GLint vertex_location;
>  #define WIN_HEIGHT (TBO_WIDTH / WIN_WIDTH)
>
>  enum piglit_result
> -test_range(GLint offset, GLint size)
> +test_range(GLuint offset, GLuint size)
>  {
>         const float green[4] = { 0, 1, 0, 0 };
>
> @@ -62,8 +62,8 @@ test_range(GLint offset, GLint size)
>         glTexBufferRange(GL_TEXTURE_BUFFER, GL_R8UI, tbo, offset, size);
>
>         glUniform1i(glGetUniformLocation(prog, "buf"), 0);
> -       glUniform1i(glGetUniformLocation(prog, "offset"), offset);
> -       glUniform1i(glGetUniformLocation(prog, "size"), size);
> +       glUniform1ui(glGetUniformLocation(prog, "offset"), offset);
> +       glUniform1ui(glGetUniformLocation(prog, "size"), size);
>
>         glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
>
> @@ -135,18 +135,18 @@ static char *vs_source =
>
>  static char *fs_source =
>         "#version 140\n"
> -       "#define WIN_WIDTH 32\n"
> -       "uniform isamplerBuffer buf;\n"
> -       "uniform int offset;\n"
> -       "uniform int size;\n"
> +       "#define WIN_WIDTH 32u\n"
> +       "uniform usamplerBuffer buf;\n"
> +       "uniform uint offset;\n"
> +       "uniform uint size;\n"
>         "\n"
>         "void main()\n"
>         "{\n"
> -       "  int pos = int(gl_FragCoord.x) + int(gl_FragCoord.y) *
> WIN_WIDTH;\n"
> -       "  int expected = ((pos + offset) | 1) & 0xff;\n"
> +       "  uint pos = uint(gl_FragCoord.x) + uint(gl_FragCoord.y) *
> WIN_WIDTH;\n"
> +       "  uint expected = ((pos + offset) | 1u) & 0xffu;\n"
>         "  if (pos >= size)\n"
> -       "    expected = 0;\n"
> -       "  float ok = float(texelFetch(buf, pos).r == expected);\n"
> +       "    expected = 0u;\n"
> +       "  float ok = float(texelFetch(buf, int(pos)).r == expected);\n"
>         "  gl_FragColor = vec4(1.0 - ok, ok, 0.0, 0.0);\n"
>         "}\n";
>
> --
> 2.4.10
>
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