On 5 January 2013 01:07, Chris Forbes <chr...@ijw.co.nz> wrote:

> RGBA32I, RGBA32UI, and RGBA32F are huge and
> unsupported for multisample textures on at least Gen6 i965.
>
> This shouldn't be committed as-is, but it allowed for testing of
> multisample samplers with the generic textureSize() test.
>
> Signed-off-by: Chris Forbes <chr...@ijw.co.nz>
>

Wow, I don't know what to do about this.  You're right that this is a hack,
and we probably shouldn't commit it as is.

One possible idea: add a boolean parameter to select_sampler() that tells
it whether we want an 8-bit internal format or a 32-bit internal format.
Then, we can adjust the textureSize() test to request an 8-bit internal
format and have the other tests go ahead and use the 32-bit internal
format, as they do today.  Still a bit of a hack, though.  Anyone have any
better ideas?


> ---
>  tests/texturing/shaders/common.c | 6 +++---
>  1 file changed, 3 insertions(+), 3 deletions(-)
>
> diff --git a/tests/texturing/shaders/common.c
> b/tests/texturing/shaders/common.c
> index cf9c2b1..137149c 100644
> --- a/tests/texturing/shaders/common.c
> +++ b/tests/texturing/shaders/common.c
> @@ -286,12 +286,12 @@ select_sampler(const char *name)
>         if (name[0] == 'i') {
>                 sampler.data_type = GL_INT;
>                 sampler.format = GL_RGBA_INTEGER;
> -               sampler.internal_format = GL_RGBA32I;
> +               sampler.internal_format = GL_RGBA8I;//GL_RGBA32I;
>                 sampler.return_type = "ivec4";
>         } else if (name[0] == 'u') {
>                 sampler.data_type = GL_UNSIGNED_INT;
>                 sampler.format = GL_RGBA_INTEGER;
> -               sampler.internal_format = GL_RGBA32UI;
> +               sampler.internal_format = GL_RGBA8UI;//GL_RGBA32UI;
>                 sampler.return_type = "uvec4";
>         } else if (strstr(name, "Shadow")) {
>                 /* Shadow Sampler */
> @@ -302,7 +302,7 @@ select_sampler(const char *name)
>         } else {
>                 sampler.data_type = GL_FLOAT;
>                 sampler.format = GL_RGBA;
> -               sampler.internal_format = GL_RGBA32F;
> +               sampler.internal_format = GL_RGBA;//GL_RGBA32F;
>                 sampler.return_type = "vec4";
>         }
>
> --
> 1.8.1
>
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