On 06/08/2012 11:03 AM, Chad Versace wrote:
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On 06/07/2012 03:40 PM, Brian Paul wrote:
On 06/07/2012 02:32 PM, Chad Versace wrote:
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On 06/06/2012 12:40 PM, Brian Paul wrote:
This is basically code that was in the old integer-texture test.
This test just validates GL error detection for glReadPixels, glDrawPixels,
glTexImage, etc. with regard to signed/unsigned integer formats.
---
   tests/all.tests                         |    1 +
   tests/spec/gl-3.0/api/CMakeLists.gl.txt |    1 +
   tests/spec/gl-3.0/api/integer-errors.c  |  182 
+++++++++++++++++++++++++++++++
   3 files changed, 184 insertions(+), 0 deletions(-)
   create mode 100644 tests/spec/gl-3.0/api/integer-errors.c

[snip]

+    /* Check glTexSubImage for invalid format/type combination */
+    {
+        /* make valid texture image here */
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI_EXT, 8, 8, 0,
+                 GL_RGBA_INTEGER, GL_UNSIGNED_INT, NULL);
+
+        glTexSubImage2D(GL_TEXTURE_2D, 0,
+                0, 0, 4, 4,
+                GL_RGBA_INTEGER, GL_FLOAT, NULL);
+        if (!piglit_check_gl_error(GL_INVALID_ENUM))
+            return false;
+    }

For the glTexSubImage case, it looks like the test incorrectly passes if the 
first
call to glTexSubImage fails. Placing `if(!piglit_check_gl_error(GL_NO_ERROR)) 
return false`
after the call should fix it.

I'm not sure I follow.  Are you concerned that the glTexImage2D() call should 
not generate an error?

There's only one call to glTexSubImage2D() in the whole test.

I misspoke. I was concerned that if glTexImage2D produces GL_INVALID_ENUM and 
glTexSubImage2D
produces no error, then the test would still pass.

OK.  I can fix that.  Thanks.

-Brian
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