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.
Also call glWindowPos2i, to ensure the texture coordinates are actually put into the raster position state. V2: - Add a glWindowPos2i call, to avoid undefined behaviour. - Use the bottom left texel, to detect issues copying over the raster position. - Change the pixels passed into glDrawPixels, to ensure each quadrant of the texture is visibly different. - Add explanatory comment about the texture coordinates. Reviewed-by: Brian Paul <[email protected]> (v1) --- tests/general/draw-pixel-with-texture.c | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/tests/general/draw-pixel-with-texture.c b/tests/general/draw-pixel-with-texture.c index c03131e..dc9f213 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, + 0, 0, 1, 1, 0, 1, 1, 1, + 0, 1, 0, 1, 1, 0, 0, 1, }; GLfloat *pixels; GLfloat expected[4] = {0.2, 0, 0, 1}; @@ -53,13 +53,15 @@ 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); + // This is meant to grab the bottom left texel, at {1, 0, 0, 1} + glTexCoord2f(0.75, 0.75); + glWindowPos2i(0, 0); 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; } -- 2.0.5
smime.p7s
Description: S/MIME cryptographic signature
_______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
