Looks good to me Reviewed-by: Jon Ashburn <[email protected]>
On 01/11/2014 05:39 PM, Chris Forbes wrote:
The depth only varies by miplevel for volume textures -- all miplevels have the same number of layers for an array texture. Previously we would fail to fill all but the first layers, and then sample from whatever junk was in that memory. This might have worked by accident on some hardware. Signed-off-by: Chris Forbes <[email protected]> --- tests/spec/arb_texture_view/rendering_target.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tests/spec/arb_texture_view/rendering_target.c b/tests/spec/arb_texture_view/rendering_target.c index bff030d..20eb291 100644 --- a/tests/spec/arb_texture_view/rendering_target.c +++ b/tests/spec/arb_texture_view/rendering_target.c @@ -112,7 +112,7 @@ test_render_with_targets(GLenum target) width /= 2; if (height > 1) height /= 2; - if (depth > 1) + if (depth > 1 && target == GL_TEXTURE_3D) depth /= 2; }
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