On 05.04.2017 09:55, Dorian Apanel wrote:
From: Dorian Apanel <[email protected]>
Textures created by image load/store tests are not complete (max level defaults
to 1000).
Load/Store on incomplete textures should return zeros/change nothing.
This fix sets proper base and max level of textures.
Signed-off-by: Dorian Apanel <[email protected]>
Interesting. It seems you're right, but could you please also add a
corresponding negative test and check it against whatever drivers you
have? I.e., a test that creates a texture with mipmaps enabled, defines
only the first level image, and then tries to use it from a shader to
make sure that (a) reads return 0 and (b) writes are ignored?
Also, the commit message doesn't quite capture the heart of it as far as
I understand it. The textures are incomplete because num_levels levels
are created, which may be less than log2(size). So GL_TEXTURE_MAX_LEVEL
is used to restrict the required number of levels.
Thanks,
Nicolai
---
tests/spec/arb_shader_image_load_store/common.c | 9 +++++++++
1 file changed, 9 insertions(+)
diff --git a/tests/spec/arb_shader_image_load_store/common.c
b/tests/spec/arb_shader_image_load_store/common.c
index cbeaac7..fdc2ef3 100644
--- a/tests/spec/arb_shader_image_load_store/common.c
+++ b/tests/spec/arb_shader_image_load_store/common.c
@@ -141,6 +141,11 @@ upload_image_levels(const struct image_info img, unsigned
num_levels,
glGenTextures(1, &textures[unit]);
glBindTexture(img.target->target, textures[unit]);
+ if (img.target->target != GL_TEXTURE_BUFFER) {
+ glTexParameteri(img.target->target, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(img.target->target, GL_TEXTURE_MAX_LEVEL,
num_levels - 1);
+ }
+
switch (img.target->target) {
case GL_TEXTURE_1D:
for (l = 0; l < num_levels; ++l) {
@@ -301,6 +306,8 @@ upload_image_levels(const struct image_info img, unsigned
num_levels,
glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
if (img.target->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
@@ -462,6 +469,8 @@ download_image_levels(const struct image_info img, unsigned
num_levels,
glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
grid.size.x, grid.size.y, 0,
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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