The RGB channels continue to uniquely identify textures; the alpha
channel is always 1.0.

This isn't terribly useful in and of itself, but will allow me to use
the unique color for the border color in the next patch.

Cc: Marek Olšák <[email protected]>
Cc: Chris Forbes <[email protected]>
Cc: Ian Romanick <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
---
 tests/texturing/max-samplers.c | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/tests/texturing/max-samplers.c b/tests/texturing/max-samplers.c
index ccef4a1..c8de624 100644
--- a/tests/texturing/max-samplers.c
+++ b/tests/texturing/max-samplers.c
@@ -87,6 +87,7 @@ get_texture_color(int unit, float out[3])
        out[0] = (unit % 16) / 15.0;
        out[1] = (unit / 16) / 15.0;
        out[2] = 0;
+       out[3] = 1;
 }
 
 static void
@@ -140,7 +141,7 @@ draw_rect_core(int ix, int iy, int iw, int ih)
 static GLboolean
 probe_pixel(int unit, int x, int y)
 {
-       float expected[3];
+       float expected[4];
 
        get_texture_color(unit, expected);
 
@@ -201,7 +202,7 @@ static void
 set_texture(int unit)
 {
        GLuint tex;
-       float color[3];
+       float color[4];
 
        get_texture_color(unit, color);
 
-- 
1.8.5.2

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