see inline
On 01/11/2014 05:39 PM, Chris Forbes wrote:
We want to sample from the last layer in the view, but we were actually
trying to sample from a layer beyond that [by the texture's minimum
layer].
This might have worked on hardware where the sampler clamps the layer
index before sampling [NV?], but that relies on undefined behavior.
Signed-off-by: Chris Forbes <[email protected]>
---
tests/spec/arb_texture_view/rendering_levels.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/tests/spec/arb_texture_view/rendering_levels.c
b/tests/spec/arb_texture_view/rendering_levels.c
index ef29f78..86bf055 100644
--- a/tests/spec/arb_texture_view/rendering_levels.c
+++ b/tests/spec/arb_texture_view/rendering_levels.c
@@ -205,7 +205,7 @@ test_render_layers(void)
glClear(GL_COLOR_BUFFER_BIT);
expectedLayer = l + numLayers[l] - 1;
- draw_3d_depth(-1.0, -1.0, 2.0, 2.0, expectedLayer);
+ draw_3d_depth(-1.0, -1.0, 2.0, 2.0, numLayers[l] - 1);
with this change then the draw depth is inconsistent with the indexing
into the Colors array
how about this:
expectedLayer = numLayers[l] - 1;
expected[0] = Colors[expectedLayer][0] / 255.0;
expected[1] = Colors[expectedLayer][1] / 255.0;
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