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Fix broken test.

As-is, if the texture was too large for the target, an assertion would fail.
Now check proxy texture first and if it works, then test non-proxy target.
tags/mesa_20090313
Brian 17 years ago
parent
commit
be54b492d9
1 changed files with 40 additions and 17 deletions
  1. 40
    17
      progs/tests/arbnpot.c

+ 40
- 17
progs/tests/arbnpot.c View File

@@ -113,44 +113,67 @@ static void Init( void )
minDim = imgWidth < imgHeight ? imgWidth : imgHeight;

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, imgWidth, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);

/*
* 1D Texture. Test proxy first, if that works, test non-proxy target.
*/
glTexImage1D(GL_PROXY_TEXTURE_1D, 0, GL_RGB, imgWidth, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_1D, 0, GL_TEXTURE_WIDTH, &w);
assert(w == imgWidth);
assert(w == imgWidth || w == 0);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);
if (w) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, imgWidth, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);
}


/*
* 2D Texture
*/
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
assert(w == imgWidth);
assert(w == imgWidth || w == 0);

glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, imgWidth, imgHeight, 1, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);
if (w) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);
}


/*
* 3D Texture
*/
glTexImage3D(GL_PROXY_TEXTURE_3D, 0, GL_RGB, imgWidth, imgHeight, 1, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &w);
assert(w == imgWidth);
assert(w == imgWidth || w == 0);

if (w) {
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, imgWidth, imgHeight, 1, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);
}

glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB,
minDim, minDim, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);

/*
* Cube Texture
*/
glTexImage2D(GL_PROXY_TEXTURE_CUBE_MAP, 0, GL_RGB,
minDim, minDim, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_CUBE_MAP, 0, GL_TEXTURE_WIDTH, &w);
assert(w == minDim);
assert(w == minDim || w == 0);

if (w) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB,
minDim, minDim, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
assert(glGetError() == GL_NO_ERROR);
}

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

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