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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