On 03/21/2015 11:49 PM, Matthew Dawson wrote:
The old version of the test assumed the glTexCoord call was being properly
used in the system.  However, at least in mesa, it is easy for an
implementation to ignore the given coordinate.  Thus setup the texture and
texture coordinate to ensure it is respected.
---
As before, I don't have commit rights.  I think this test case is right, but I
don't have a conforming OpenGL implementation to double check.

  tests/general/draw-pixel-with-texture.c | 8 ++++----
  1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/tests/general/draw-pixel-with-texture.c b/tests/general/draw-
pixel-with-texture.c
index c03131e..ade2d86 100644
--- a/tests/general/draw-pixel-with-texture.c
+++ b/tests/general/draw-pixel-with-texture.c
@@ -39,8 +39,8 @@ piglit_display(void)
  {
         GLboolean pass = GL_TRUE;
         GLfloat tex_data[2 * 2 * 4] = {
-               1, 0, 0, 1,     1, 0, 0, 1,
-               1, 0, 0, 1,     1, 0, 0, 1,
+               1, 0, 0, 1,     0, 1, 1, 1,
+               0, 1, 0, 1,     0, 0, 1, 1,
         };
         GLfloat *pixels;
         GLfloat expected[4] = {0.2, 0, 0, 1};
@@ -53,13 +53,13 @@ piglit_display(void)
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

-       glTexCoord2f(0.5, 0.5);
+       glTexCoord2f(0.25, 0.25);

Maybe put a comment on that call to the effect of "sample texel (0,0)" just to be explicit.


         glEnable(GL_TEXTURE_2D);

         for (i = 0; i < SCREEN_SIZE_IN_PIXELS; i += 4) {
                 pixels[i + 0] = 0.2;
                 pixels[i + 1] = 1;
-               pixels[i + 2] = 0;
+               pixels[i + 2] = 0.4;
                 pixels[i + 3] = 1;
         }


Reviewed-by: Brian Paul <[email protected]>

Works fine w/ nvidia's driver, but fails with Mesa swrast. swrast should pass since I remember implementing this at one point but I don't have time to investigate right now.

-Brian

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