const ParameterType& m_testParameters;
const tcu::CompressedTexFormat m_compressedFormat;
TestTexture3DSp m_texture3D;
- TextureRenderer m_renderer3D;
+ TextureRenderer m_renderer2D;
};
Compressed3DTestInstance::Compressed3DTestInstance (Context& context,
, m_testParameters (testParameters)
, m_compressedFormat (mapVkCompressedFormat(testParameters.format))
, m_texture3D (TestTexture3DSp(new pipeline::TestTexture3D(m_compressedFormat, testParameters.width, testParameters.height, testParameters.depth)))
- , m_renderer3D (context, testParameters.sampleCount, testParameters.width, testParameters.height, testParameters.depth, makeComponentMappingRGBA(), VK_IMAGE_TYPE_3D, VK_IMAGE_VIEW_TYPE_3D)
+ , m_renderer2D (context, testParameters.sampleCount, testParameters.width, testParameters.height, 1, makeComponentMappingRGBA(), VK_IMAGE_TYPE_2D, VK_IMAGE_VIEW_TYPE_2D)
{
- m_renderer3D.add3DTexture (m_texture3D, testParameters.aspectMask, testParameters.backingMode);
+ m_renderer2D.add3DTexture (m_texture3D, testParameters.aspectMask, testParameters.backingMode);
VkPhysicalDeviceFeatures physicalFeatures;
context.getInstanceInterface().getPhysicalDeviceFeatures(context.getPhysicalDevice(), &physicalFeatures);
tcu::TestStatus Compressed3DTestInstance::iterate (void)
{
tcu::TestLog& log = m_context.getTestContext().getLog();
- const pipeline::TestTexture3D& texture = m_renderer3D.get3DTexture(0);
+ const pipeline::TestTexture3D& texture = m_renderer2D.get3DTexture(0);
const tcu::TextureFormat textureFormat = texture.getTextureFormat();
const tcu::TextureFormatInfo formatInfo = tcu::getTextureFormatInfo(textureFormat);
const deUint32 mipLevel = m_testParameters.mipmaps ? 1 : 0;
ReferenceParams sampleParams (TEXTURETYPE_3D);
- tcu::Surface rendered (m_renderer3D.getRenderWidth(), m_renderer3D.getRenderHeight());
+ tcu::Surface rendered (m_renderer2D.getRenderWidth(), m_renderer2D.getRenderHeight());
vector<float> texCoord;
// Setup params for reference.
// Render texture.
z = (((float)sliceNdx + 0.5f) / (float)(m_testParameters.depth >> mipLevel));
computeQuadTexCoord3D(texCoord, tcu::Vec3(0.0f, 0.0f, z), tcu::Vec3(1.0f, 1.0f, z), tcu::IVec3(0,1,2));
- m_renderer3D.renderQuad(rendered, 0, &texCoord[0], sampleParams);
+ m_renderer2D.renderQuad(rendered, 0, &texCoord[0], sampleParams);
constexpr float coordThreshold = 0.01f;
isOk = validateTexture(log, rendered, m_texture3D->getTexture(), texCoord, mipLevel, pixelFormat, threshold, coordThreshold, sampleParams);