[Piglit] [PATCH 04/18] shader_runner: Draw instanced rectangles using triangle strips instead of quads.

Brian Paul brianp at vmware.com
Tue Jun 11 07:51:04 PDT 2013


On 06/03/2013 06:42 AM, Fabian Bieler wrote:
> This is usefull for core profile OpenGL contexts and geometry shaders.
> ---
>   tests/shaders/shader_runner.c | 6 +++---
>   1 file changed, 3 insertions(+), 3 deletions(-)
>
> diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
> index e022b90..874e76b 100644
> --- a/tests/shaders/shader_runner.c
> +++ b/tests/shaders/shader_runner.c
> @@ -1454,11 +1454,11 @@ draw_instanced_rect(int primcount, float x, float y, float w, float h)
>   	verts[1][1] = y;
>   	verts[1][2] = 0.0;
>   	verts[1][3] = 1.0;
> -	verts[2][0] = x + w;
> +	verts[2][0] = x;
>   	verts[2][1] = y + h;
>   	verts[2][2] = 0.0;
>   	verts[2][3] = 1.0;
> -	verts[3][0] = x;
> +	verts[3][0] = x + w;
>   	verts[3][1] = y + h;
>   	verts[3][2] = 0.0;
>   	verts[3][3] = 1.0;
> @@ -1466,7 +1466,7 @@ draw_instanced_rect(int primcount, float x, float y, float w, float h)
>   	glVertexPointer(4, GL_FLOAT, 0, verts);
>   	glEnableClientState(GL_VERTEX_ARRAY);
>
> -	glDrawArraysInstanced(GL_QUADS, 0, 4, primcount);
> +	glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, primcount);
>
>   	glDisableClientState(GL_VERTEX_ARRAY);
>   }
>
Reviewed-by: Brian Paul <brianp at vmware.com>


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