Reviewed-by: Marek Olšák <marek.ol...@amd.com> Marek
On Sun, Dec 22, 2013 at 2:56 PM, Brian Paul <bri...@vmware.com> wrote: > I missed the language in section 3.8.7 about depth texture sampling. > Thanks, Marek. > --- > tests/spec/gl-3.2/depth-tex-sampling.c | 28 +++++++++++----------------- > 1 file changed, 11 insertions(+), 17 deletions(-) > > diff --git a/tests/spec/gl-3.2/depth-tex-sampling.c > b/tests/spec/gl-3.2/depth-tex-sampling.c > index 7d2988c..32079c1 100644 > --- a/tests/spec/gl-3.2/depth-tex-sampling.c > +++ b/tests/spec/gl-3.2/depth-tex-sampling.c > @@ -22,18 +22,12 @@ > */ > > /* > - * In the GL 3.2 core profile, GL_DEPTH_TEXTURE_MODE is deprecated. > - * Sampling a depth texture should always return (d, d, d, 1) which > - * corresponds to the legacy GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE. > + * The section 3.8.7 (page 160) of the GL 3.2 core specification says: > * > - * NVIDIA's driver, however, seems to return (d, 0, 0, 1). > - * > - * From the OpenGL 3.2 specification, page 332: > - * "Depth texture mode - DEPTH_TEXTURE_MODE. Section 3.8.15 is to be > - * changed so that r is returned to texture samplers directly, and > - * the OpenGL Shading Language 1.30 Specification is to be changed > - * so that (r,r,r,1) is always returned from depth texture samplers > - * in this case." > + * "Depth textures and the depth components of depth/stencil textures can > + * be treated as RED textures during texture filtering and application > + * (see section 3.8.15). The initial state for depth and depth/stencil > + * textures treats them as RED textures." > * > * Brian Paul > * 5 Dec 2013 > @@ -181,14 +175,14 @@ enum piglit_result > piglit_display(void) > { > static const float black[4] = { 0.0, 0.0, 0.0, 1.0 }; > - static const float white[4] = { 1.0, 1.0, 1.0, 1.0 }; > - static const float gray[4] = { 0.5, 0.5, 0.5, 1.0 }; > + static const float red50[4] = { 0.5, 0.0, 0.0, 1.0 }; > + static const float red100[4] = { 1.0, 0.0, 0.0, 1.0 }; > bool pass = true; > > glViewport(0, 0, piglit_width, piglit_height); > > - /* This should draw a grayscale gradient ranging from black > - * at the bottom of the window to white at the top. > + /* This should draw a red gradient ranging from black > + * at the bottom of the window to full red at the top. > */ > glClearColor(0.2, 0.2, 0.8, 1.0); > glClear(GL_COLOR_BUFFER_BIT); > @@ -197,10 +191,10 @@ piglit_display(void) > if (!piglit_probe_pixel_rgba(0, 0, black)) > pass = false; > > - if (!piglit_probe_pixel_rgba(0, piglit_height/2, gray)) > + if (!piglit_probe_pixel_rgba(0, piglit_height/2, red50)) > pass = false; > > - if (!piglit_probe_pixel_rgba(0, piglit_height-1, white)) > + if (!piglit_probe_pixel_rgba(0, piglit_height-1, red100)) > pass = false; > > piglit_present_results(); > -- > 1.7.10.4 > > _______________________________________________ > Piglit mailing list > Piglit@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit