Okay I misunderstood that the shader access was relative to the view.
Looks like your patch is a good bug fix.

My original test code on master branch did work on Nvidia.

Jon
On 01/14/2014 12:06 PM, Chris Forbes wrote:
Could do that, but one side or the other *must* account for the view
having a nonzero MinLayer.

Colors[] is indexed based on the layer index relative to the
underlying texture; expectedLayer is currently relative to the
underlying texture; the value used in the shader needs to be relative
to the view [so expectedLayer - view's MinLayer]

Did this actually work on nvidia on master?


On Wed, Jan 15, 2014 at 5:36 AM, Jon Ashburn <[email protected]> wrote:
see inline

On 01/11/2014 05:39 PM, Chris Forbes wrote:
We want to sample from the last layer in the view, but we were actually
trying to sample from a layer beyond that [by the texture's minimum
layer].

This might have worked on hardware where the sampler clamps the layer
index before sampling [NV?], but that relies on undefined behavior.

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

diff --git a/tests/spec/arb_texture_view/rendering_levels.c
b/tests/spec/arb_texture_view/rendering_levels.c
index ef29f78..86bf055 100644
--- a/tests/spec/arb_texture_view/rendering_levels.c
+++ b/tests/spec/arb_texture_view/rendering_levels.c
@@ -205,7 +205,7 @@ test_render_layers(void)
                 glClear(GL_COLOR_BUFFER_BIT);
                 expectedLayer = l + numLayers[l] - 1;
-               draw_3d_depth(-1.0, -1.0, 2.0, 2.0, expectedLayer);
+               draw_3d_depth(-1.0, -1.0, 2.0, 2.0, numLayers[l] - 1);

with this change  then the draw depth is inconsistent with the indexing into
the Colors array
how about this:
expectedLayer = numLayers[l] - 1;


                 expected[0] = Colors[expectedLayer][0] / 255.0;
                 expected[1] = Colors[expectedLayer][1] / 255.0;

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