The tests fbo-clear-formats and fbo-generatemipmap-formats need
special behaviour for GL_DEPTH32F_STENCIL8.  This patch rearranges the
if statements that implement that special behaviour so that they no
longer rely on the fact that GL_DEPTH32F_STENCIL8 is (incorrectly)
categorized as having a base internal format of GL_DEPTH_COMPONENT
rather than GL_DEPTH_STENCIL.  This will allow the incorrect
categorization to be removed in a future patch.
---
 tests/fbo/fbo-clear-formats.c          |   14 ++++++--------
 tests/fbo/fbo-generatemipmap-formats.c |    8 ++++----
 2 files changed, 10 insertions(+), 12 deletions(-)

diff --git a/tests/fbo/fbo-clear-formats.c b/tests/fbo/fbo-clear-formats.c
index 0c300d6..0cbba3f 100644
--- a/tests/fbo/fbo-clear-formats.c
+++ b/tests/fbo/fbo-clear-formats.c
@@ -183,14 +183,12 @@ create_tex(GLenum internalformat, GLenum baseformat)
        glGenTextures(1, &tex);
        glBindTexture(GL_TEXTURE_2D, tex);
 
-       if (baseformat == GL_DEPTH_COMPONENT) {
-               if (internalformat == GL_DEPTH32F_STENCIL8) {
-                       format = GL_DEPTH_STENCIL;
-                       type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
-               } else {
-                       format = GL_DEPTH_COMPONENT;
-                       type = GL_FLOAT;
-               }
+       if (internalformat == GL_DEPTH32F_STENCIL8) {
+               format = GL_DEPTH_STENCIL;
+               type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
+       } else if (baseformat == GL_DEPTH_COMPONENT) {
+               format = GL_DEPTH_COMPONENT;
+               type = GL_FLOAT;
        } else if (baseformat == GL_DEPTH_STENCIL) {
                format = GL_DEPTH_STENCIL_EXT;
                type = GL_UNSIGNED_INT_24_8_EXT;
diff --git a/tests/fbo/fbo-generatemipmap-formats.c 
b/tests/fbo/fbo-generatemipmap-formats.c
index e1f0af0..76d0adf 100644
--- a/tests/fbo/fbo-generatemipmap-formats.c
+++ b/tests/fbo/fbo-generatemipmap-formats.c
@@ -74,12 +74,12 @@ create_tex(GLenum internalformat, GLenum baseformat, GLenum 
basetype)
                tex = piglit_depth_texture(GL_TEXTURE_2D, internalformat,
                                           tex_width, tex_height, 1, GL_FALSE);
                assert(glGetError() == 0);
-               if (baseformat == GL_DEPTH_STENCIL) {
-                       format = GL_DEPTH_STENCIL;
-                       type = GL_UNSIGNED_INT_24_8;
-               } else if (internalformat == GL_DEPTH32F_STENCIL8) {
+               if (internalformat == GL_DEPTH32F_STENCIL8) {
                        format = GL_DEPTH_STENCIL;
                        type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
+               } else if (baseformat == GL_DEPTH_STENCIL) {
+                       format = GL_DEPTH_STENCIL;
+                       type = GL_UNSIGNED_INT_24_8;
                } else if (baseformat == GL_DEPTH_COMPONENT) {
                        format = GL_DEPTH_COMPONENT;
                        type = GL_FLOAT;
-- 
1.7.7.6

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