Use quads instead of lines to ensure this is testing stencil functionality
rather than rasterization. A crutch to hw with wonky line rasterizers.
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@@ -13,7 +13,7 @@
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static void RunTest(void)
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{
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const GLenum prim = GL_LINES;
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const GLenum prim = GL_QUAD_STRIP;
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GLubyte val;
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int bits, max, i;
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GLboolean failed;
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@@ -33,7 +33,8 @@ static void RunTest(void)
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for (i = 1; i < max+10; i++) {
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int expected = (i > max) ? max : i;
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glBegin(prim);
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glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
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glVertex2f(0, 0); glVertex2f(10, 0);
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glVertex2f(0, 10); glVertex2f(10, 10);
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glEnd();
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glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
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@@ -55,7 +56,8 @@ static void RunTest(void)
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for (i = 1; i < max+10; i++) {
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int expected = i % (max + 1);
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glBegin(prim);
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glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
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glVertex2f(0, 0); glVertex2f(10, 0);
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glVertex2f(0, 10); glVertex2f(10, 10);
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glEnd();
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glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
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if (val != expected) {
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@@ -76,7 +78,8 @@ static void RunTest(void)
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for (i = max-1; i > -10; i--) {
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int expected = (i < 0) ? 0 : i;
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glBegin(prim);
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glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
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glVertex2f(0, 0); glVertex2f(10, 0);
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glVertex2f(0, 10); glVertex2f(10, 10);
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glEnd();
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glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
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if (val != expected) {
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@@ -95,7 +98,8 @@ static void RunTest(void)
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for (i = max-1; i > -10; i--) {
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int expected = (i < 0) ? max + i + 1: i;
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glBegin(prim);
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glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
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glVertex2f(0, 0); glVertex2f(10, 0);
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glVertex2f(0, 10); glVertex2f(10, 10);
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glEnd();
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glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
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if (val != expected) {
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