From: Nicolai Hähnle <nicolai.haeh...@amd.com>

---
 tests/shaders/shader_runner.c | 16 ++++++++++++++++
 1 file changed, 16 insertions(+)

diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 6323c64..dfa6991 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -3321,20 +3321,36 @@ piglit_display(void)
                                  c + 0, c + 1, c + 2, c + 3,
                                  c + 4, c + 5, c + 6, c + 7) == 12) {
                        glActiveTexture(GL_TEXTURE0 + tex);
                        piglit_checkerboard_texture(0, level,
                                                    w, h,
                                                    w / 2, h / 2,
                                                    c + 0, c + 4);
                        if (!piglit_is_core_profile)
                                glEnable(GL_TEXTURE_2D);
                } else if (sscanf(line,
+                                 "texture quads %d %d ( %d , %d ) ( %d , %d ) "
+                                 "( %f , %f , %f , %f ) "
+                                 "( %f , %f , %f , %f ) "
+                                 "( %f , %f , %f , %f ) "
+                                 "( %f , %f , %f , %f )",
+                                 &tex, &level, &w, &h, &x, &y,
+                                 c + 0, c + 1, c + 2, c + 3,
+                                 c + 4, c + 5, c + 6, c + 7,
+                                 c + 8, c + 9, c + 10, c + 11,
+                                 c + 12, c + 13, c + 14, c + 15) == 22) {
+                       glActiveTexture(GL_TEXTURE0 + tex);
+                       piglit_quads_texture(0, level, w, h, x, y,
+                                            c + 0, c + 4, c + 8, c + 12);
+                       if (!piglit_is_core_profile)
+                               glEnable(GL_TEXTURE_2D);
+               } else if (sscanf(line,
                                  "texture junk 2DArray %d ( %d , %d , %d )",
                                  &tex, &w, &h, &l) == 4) {
                        GLuint texobj;
                        glActiveTexture(GL_TEXTURE0 + tex);
                        glGenTextures(1, &texobj);
                        glBindTexture(GL_TEXTURE_2D_ARRAY, texobj);
                        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA,
                                     w, h, l, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        textures[num_textures] = texobj;
                        num_textures++;
-- 
2.7.4

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