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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