Hey Chris:

I think the texture level used should be clamped when using immutable texture so if the MAX_LEVEL is out of range it shouldn't matter. Also an unset BASE_LEVEL should default to 0
which is relative to the view.

From arb_texture_storage:
"

Redefine level_base, level_max to be clamped forms of
        TEXTURE_BASE_LEVEL/TEXTURE_MAX_LEVEL when using immutable
        textures
"

Which appears to be implemented here in Mesa code:
    /** From ARB_texture_storage:
       * However, if TEXTURE_IMMUTABLE_FORMAT is TRUE, then level_base is
       * clamped to the range [0, <levels> - 1] and level_max is then clamped to
       * the range [level_base, <levels> - 1], where <levels> is the parameter
       * passed the call to TexStorage* for the texture object.
       */
      if (texObj->Immutable)
          texObj->MaxLevel = CLAMP(params[0], texObj->BaseLevel,
                                   texObj->ImmutableLevels - 1);
      else
         texObj->MaxLevel = params[0];


Jon
On 01/11/2014 05:39 PM, Chris Forbes wrote:
The test expects us to be sampling from the smallest miplevel accessible
in the view, but the TEXTURE_MAX_LEVEL constraint was out of range,
and TEXTURE_BASE_LEVEL wasn't set at all.

This would have been masked previously because the test fell over due to
use of legacy features in the core profile.

Signed-off-by: Chris Forbes <[email protected]>
---
  tests/spec/arb_texture_view/rendering_levels.c | 3 ++-
  1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/tests/spec/arb_texture_view/rendering_levels.c 
b/tests/spec/arb_texture_view/rendering_levels.c
index 7f02613..ef29f78 100644
--- a/tests/spec/arb_texture_view/rendering_levels.c
+++ b/tests/spec/arb_texture_view/rendering_levels.c
@@ -94,7 +94,8 @@ test_render_levels(void)
                glTextureView(new_tex, GL_TEXTURE_2D, tex,  GL_RGBA8, l,
                              numLevels[l], 0, 1);
                glBindTexture(GL_TEXTURE_2D, new_tex);
-               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels-1);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 
numLevels[l] - 1);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 
numLevels[l] - 1);
glClear(GL_COLOR_BUFFER_BIT);

_______________________________________________
Piglit mailing list
[email protected]
http://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to