mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-16 06:23:23 +09:00
[Tests] pin full texture staging extents beside scattered upload regions
This commit is contained in:
@@ -515,6 +515,10 @@ TEST(TextureEmit, AScatteredUploadCarriesTheLevelShadowsStridesAndNotZero) {
|
||||
IntVec3{2, 2, 1});
|
||||
Textures().DrainTextureSubData(Ctx());
|
||||
const Vector<MGPSubRegion> regions = Textures().LastRegions();
|
||||
const auto& record = Textures().LastSubData();
|
||||
EXPECT_EQ(record.LevelWidth, 256u);
|
||||
EXPECT_EQ(record.LevelHeight, 256u);
|
||||
EXPECT_EQ(record.LevelDepth, 1u);
|
||||
ASSERT_GE(regions.size(), 2u);
|
||||
// A SUB-RECT'S ROWS ARE NOT CONTIGUOUS IN THE SHADOW, so it must carry the LEVEL's pitches -
|
||||
// not its own width - or the staging planner on the far side repacks the wrong bytes.
|
||||
|
||||
Reference in New Issue
Block a user