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DebugTools: texelFetch() doesn't work w/o min filter on SwiftShader.

WTF. I have no explanation for this.
pull/324/head
Vladimír Vondruš 7 years ago
parent
commit
3d0e237dbf
  1. 10
      src/Magnum/DebugTools/Test/TextureImageGLTest.cpp

10
src/Magnum/DebugTools/Test/TextureImageGLTest.cpp

@ -224,7 +224,10 @@ constexpr Float Data2DFloat[] = { 1.0f,
void TextureImageGLTest::subImage2DFloat() { void TextureImageGLTest::subImage2DFloat() {
GL::Texture2D texture; GL::Texture2D texture;
texture.setStorage(1, GL::TextureFormat::R32F, Vector2i{2}) texture
/* if I don't set this, SwiftShader will return all zeros */
.setMinificationFilter(GL::SamplerFilter::Nearest)
.setStorage(1, GL::TextureFormat::R32F, Vector2i{2})
.setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::Float, Vector2i{2}, Data2DFloat}); .setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::Float, Vector2i{2}, Data2DFloat});
Image2D image = textureSubImage(texture, 0, {{}, Vector2i{2}}, {GL::PixelFormat::Red, GL::PixelType::Float}); Image2D image = textureSubImage(texture, 0, {{}, Vector2i{2}}, {GL::PixelFormat::Red, GL::PixelType::Float});
@ -240,7 +243,10 @@ void TextureImageGLTest::subImage2DFloat() {
void TextureImageGLTest::subImage2DFloatGeneric() { void TextureImageGLTest::subImage2DFloatGeneric() {
GL::Texture2D texture; GL::Texture2D texture;
texture.setStorage(1, GL::TextureFormat::R32F, Vector2i{2}) texture
/* if I don't set this, SwiftShader will return all zeros */
.setMinificationFilter(GL::SamplerFilter::Nearest)
.setStorage(1, GL::TextureFormat::R32F, Vector2i{2})
.setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::Float, Vector2i{2}, Data2DFloat}); .setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::Float, Vector2i{2}, Data2DFloat});
Image2D image = textureSubImage(texture, 0, {{}, Vector2i{2}}, {PixelFormat::R32F}); Image2D image = textureSubImage(texture, 0, {{}, Vector2i{2}}, {PixelFormat::R32F});

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