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
>>
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