diff options
author | Ian Romanick <ian.d.romanick@intel.com> | 2009-08-18 12:20:36 -0700 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2009-08-18 12:20:36 -0700 |
commit | a512985fd81c1ed4ccc5e69aaa05015cf7ff844d (patch) | |
tree | 69e6e898deaeaed2b4dfb5851707c68261c464de /progs/tests/texcompsub.c | |
parent | 0b5af41c6fae2809f4567a7cecbd207e5e4f3ab5 (diff) | |
parent | c80bc3abcd3939e5e2d45aea4b01ff22bfec244b (diff) |
Merge branch 'master' into asm-shader-rework-1
Conflicts:
src/mesa/shader/arbprogparse.c
Diffstat (limited to 'progs/tests/texcompsub.c')
-rw-r--r-- | progs/tests/texcompsub.c | 22 |
1 files changed, 19 insertions, 3 deletions
diff --git a/progs/tests/texcompsub.c b/progs/tests/texcompsub.c index 79a5f958a1..50106bf1e2 100644 --- a/progs/tests/texcompsub.c +++ b/progs/tests/texcompsub.c @@ -6,6 +6,7 @@ #include <assert.h> #include <stdio.h> #include <stdlib.h> +#include <string.h> #include <GL/glew.h> #include <GL/glut.h> @@ -31,6 +32,8 @@ CheckError(int line) static void LoadCompressedImage(void) { + unsigned char ImgDataTemp[ImgSize / 4]; + unsigned i; const GLenum filter = GL_LINEAR; glTexImage2D(Target, 0, CompFormat, ImgWidth, ImgHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); @@ -40,11 +43,24 @@ LoadCompressedImage(void) 0, 0, /* pos */ ImgWidth, ImgHeight / 2, CompFormat, ImgSize / 2, ImgData + ImgSize / 2); - /* top half */ + + /* top left */ + for (i = 0; i < ImgHeight / 8; i++) { + memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth], ImgWidth); + } glCompressedTexSubImage2DARB(Target, 0, 0, ImgHeight / 2, /* pos */ - ImgWidth, ImgHeight / 2, - CompFormat, ImgSize / 2, ImgData); + ImgWidth / 2, ImgHeight / 2, + CompFormat, ImgSize / 4, ImgDataTemp); + + /* top right */ + for (i = 0; i < ImgHeight / 8; i++) { + memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth + ImgWidth], ImgWidth); + } + glCompressedTexSubImage2DARB(Target, 0, + ImgWidth / 2, ImgHeight / 2, /* pos */ + ImgWidth / 2, ImgHeight / 2, + CompFormat, ImgSize / 4, ImgDataTemp); glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, filter); |