On 12/21/2013 05:01 PM, Marek Olšák wrote:
This test is wrong. The section 3.8.7 (page 160) of the GL 3.2 core
specification says:

"Depth textures and the depth components of depth/stencil textures can
be treated as RED textures during texture filtering and application
(see section 3.8.15). The initial state for depth and depth/stencil
textures treats them as RED textures."

Your cited text from Appendix E is confusing and can be ignored. Sorry
that I didn't review this earlier.

I fixed this in Mesa some time ago:
https://urldefense.proofpoint.com/v1/url?u=http://cgit.freedesktop.org/mesa/mesa/commit/?id%3Da6b1a7c0d269256ffbaf2300710601cde8ac872c&k=oIvRg1%2BdGAgOoM1BIlLLqw%3D%3D%0A&r=lGQMzzTgII0I7jefp2FHq7WtZ%2BTLs8wadB%2BiIj9xpBY%3D%0A&m=PvXSLq5GkKpGxK0Hl%2F6l61zf7rCNYwD14Dnb2OoxyiA%3D%0A&s=e6bac9ae24d1baeed133420cae5ca85e1d97e2451b63275a8ef159476975c7df

BTW, at the end of src/gallium/docs/source/tgsi.rst we still have "TBD" as the tuple returned from depth textures in Gallium. I'm pressed for time ATM, but I think we're usually returning (z,z,z,z). Maybe you can check on that and update the table.

-Brian



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