Indeed, this was stricter than the spec requires. Reviewed-by: Chris Forbes <[email protected]>
On Sat, Jun 14, 2014 at 11:45 AM, Marek Olšák <[email protected]> wrote: > Cc'ing Chris. > > Marek > > On Sat, Jun 14, 2014 at 1:44 AM, Marek Olšák <[email protected]> wrote: >> From: Marek Olšák <[email protected]> >> >> Yes, the result of the function must be non-zero but is otherwise undefined. >> --- >> .../spec/arb_texture_query_levels/execution/fs-nomips.shader_test | 8 >> ++++---- >> .../spec/arb_texture_query_levels/execution/vs-nomips.shader_test | 8 >> ++++---- >> 2 files changed, 8 insertions(+), 8 deletions(-) >> >> diff --git >> a/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test >> b/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test >> index 3702c86..1e295d6 100644 >> --- a/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test >> +++ b/tests/spec/arb_texture_query_levels/execution/fs-nomips.shader_test >> @@ -8,10 +8,12 @@ GL_ARB_texture_query_levels >> #extension GL_ARB_texture_query_levels: require >> >> uniform sampler2D s; >> -uniform int expected; >> + >> +// The only thing the spec says about textures without a minification >> filter is: >> +// "If the texture is complete, a non-zero value must be returned." >> >> void main() { >> - if (textureQueryLevels(s) == expected) >> + if (textureQueryLevels(s) != 0) >> gl_FragColor = vec4(0,1,0,0); >> else >> gl_FragColor = vec4(1,0,0,0); >> @@ -28,7 +30,5 @@ uniform int s 0 >> texparameter 2D min nearest >> texparameter 2D mag nearest >> >> -uniform int expected 1 >> - >> draw rect -1 -1 2 2 >> relative probe rgba (0.5, 0.5) (0, 1, 0, 0) >> diff --git >> a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test >> b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test >> index 904d506..ad70e02 100644 >> --- a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test >> +++ b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test >> @@ -9,11 +9,13 @@ in vec4 vertex; >> out vec4 color; >> >> uniform sampler2D s; >> -uniform int expected; >> + >> +// The only thing the spec says about textures without a minification >> filter is: >> +// "If the texture is complete, a non-zero value must be returned." >> >> void main() { >> gl_Position = vertex; >> - if (textureQueryLevels(s) == expected) >> + if (textureQueryLevels(s) != 0) >> color = vec4(0,1,0,0); >> else >> color = vec4(1,0,0,0); >> @@ -37,7 +39,5 @@ uniform int s 0 >> texparameter 2D min nearest >> texparameter 2D mag nearest >> >> -uniform int expected 1 >> - >> draw rect -1 -1 2 2 >> relative probe rgba (0.5, 0.5) (0, 1, 0, 0) >> -- >> 1.9.1 >> _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
