Looks good to me
Reviewed-by: Jon Ashburn <j...@lunarg.com>

On 01/11/2014 05:39 PM, Chris Forbes wrote:
The depth only varies by miplevel for volume textures -- all miplevels
have the same number of layers for an array texture.

Previously we would fail to fill all but the first layers, and then
sample from whatever junk was in that memory. This might have worked by
accident on some hardware.

Signed-off-by: Chris Forbes <chr...@ijw.co.nz>
---
  tests/spec/arb_texture_view/rendering_target.c | 2 +-
  1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/tests/spec/arb_texture_view/rendering_target.c 
b/tests/spec/arb_texture_view/rendering_target.c
index bff030d..20eb291 100644
--- a/tests/spec/arb_texture_view/rendering_target.c
+++ b/tests/spec/arb_texture_view/rendering_target.c
@@ -112,7 +112,7 @@ test_render_with_targets(GLenum target)
                        width /= 2;
                if (height > 1)
                        height /= 2;
-               if (depth > 1)
+               if (depth > 1 && target == GL_TEXTURE_3D)
                        depth /= 2;
        }

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