Now I remember, I was waiting to send review to go look at the original
file to see if my review note made sense.  I think there's a little
cleanup available:

Paul Berry <[email protected]> writes:
>  static void
>  create_test_data(GLfloat *data, GLenum texture_format,
>                unsigned level, unsigned width, unsigned height)
>  {
> -     if (texture_format == GL_RGBA)
> +     switch (texture_format) {
> +     case GL_RGBA:
>               create_test_data_rgba(data, level, width, height);
> -     else if (texture_format == GL_DEPTH_COMPONENT)
> +             break;
> +     case GL_DEPTH_COMPONENT:
>               create_test_data_depth(data, level, width, height);
> -     else
> +             break;
> +     case GL_DEPTH_STENCIL:
> +             create_test_data_stencil((GLbyte *) data, level,
> +                                      width, height);
> +             break;
> +     default:
>               assert(0);
> +             break;
> +     }
>  }

GL_DEPTH_COMPONENT mode is introduced here...

> @@ -180,6 +243,12 @@ piglit_init(int argc, char **argv)
>               texture_type = GL_FLOAT;
>               framebuffer_attachment = GL_DEPTH_ATTACHMENT;
>               blit_mask = GL_DEPTH_BUFFER_BIT;
> +     } else if (strcmp(argv[2], "stencil") == 0) {
> +             texture_internal_format = GL_DEPTH_STENCIL;
> +             texture_format = GL_DEPTH_STENCIL;
> +             texture_type = GL_UNSIGNED_INT_24_8;
> +             framebuffer_attachment = GL_DEPTH_STENCIL_ATTACHMENT;
> +             blit_mask = GL_STENCIL_BUFFER_BIT;

And this is the new internalformat == GL_DEPTH_STENCIL

> @@ -239,7 +308,13 @@ upload_test_data(GLuint texture, unsigned data_level,
>  
>       glBindTexture(GL_TEXTURE_2D, texture);
>  
> -     create_test_data(data, texture_format, data_level, width, height);
> +     if (texture_format == GL_DEPTH_STENCIL) {
> +             create_test_data_depthstencil((GLbyte *) data, data_level,
> +                                           width, height);
> +     } else {
> +             create_test_data(data, texture_format, data_level,
> +                              width, height);
> +     }

But here you avoid calling create_test_data for GL_DEPTH_STENCIL.  I
think you could just adjust the GL_DEPTH_STENCIL case above.

Other than that, Reviewed-by: Eric Anholt <[email protected]>

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