Commit Graph
16 Commits
Author SHA1 Message Date
baldurk 1f1f1fae2d Fix some issues with tests found running on linux 2022-05-26 13:43:46 +01:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
Jake TurnerandBaldur Karlsson 59ca2811ef Change glGetInternalformativ bufSize values
Specify the maximum count of parameters instead of number of bytes
i.e.

GLint iscol;

GL.glGetInternalformativ(target, fmt, eGL_DEPTH_COMPONENTS, sizeof(GLint), &isdepth);
becomes
GL.glGetInternalformativ(target, fmt, eGL_DEPTH_COMPONENTS, 1, &isdepth);

From GL references pages: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGetInternalformat.xhtml

bufSize

Specifies the maximum number of integers of the specified width that may be written to params by the function.
2021-07-12 20:36:00 +01:00
baldurk 13ead841a4 Add tests of cubemaps on GL
* GL treats cubemaps in a more special/different way than other APIs
2021-02-01 12:49:02 +00:00
baldurk 20d8ae2dcf Fix display of 3D texture slices when linear sampling
* When displaying mip 0 of a texture at less than 100% zoom we linear sampling,
  but we don't want to linear sample across slices. Adding a half pixel offset
  in z ensures we sample precisely on the slice itself.
2021-01-20 17:15:34 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk f622ac36d6 Standardise layout of packed texture formats on disk/network
* We preserve each API's interpretation of bit order for packed formats like
  RGBA4 or R5G6B5 when displaying the raw data in the UI, but when we need to
  proxy it or save to disk, we always transform to D3D's order as standard.
* This allows us to proxy them reliably because we always have a standard bit
  order and APIs that need a different order transform when fetching data to the
  standard format, or setting proxy data from the standard format.
2020-05-18 13:21:55 +01:00
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* It's not particularly scalable and can be brittle to driver changes, and we
  can use targeted specific pixel tests to check what we really want - to see if
  the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
  remove.
2020-02-11 17:11:33 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk dbbfe4c35c Fix clang warning about adding to string literal
* This is what we want to do but it's admittedly quite strange
2019-12-20 15:09:33 +00:00
baldurk cde17e9710 Set NEAREST sampling for textures in GL texture zoo
* This is needed particularly for integer textures which are incomplete if
  sampled (even with a non-sampling instruction) with the default LINEAR
  filtering.
2019-12-18 19:09:18 +00:00
baldurk b123ef42a9 Check that our MSAA sample count is supported in GL texture zoo test 2019-12-18 19:09:18 +00:00
baldurk f8ff6b4f6c Fix parameters for rendering 3D depth images in texture zoos 2019-12-12 17:58:51 +00:00
baldurk 67082e037d Fix GL texture zoo handling of RGB9E5 2019-12-10 19:39:08 +00:00
baldurk 24c0b018ea Fix types used for non-uint types in GL_Texture_Zoo test 2019-11-27 12:06:25 +00:00
baldurk 279a2ec69d Add texture zoo tests
* These tests ensure that texture rendering works correctly for all different
  types of texture types, and for all formats, across different APIs, including
  across a remote-proxy connection.
2019-11-26 17:38:27 +00:00