[Piglit] [PATCH 2/2] shader_runner: fix 1D array depth texture setup

Brian Paul brianp at vmware.com
Fri Aug 1 09:25:03 PDT 2014


The second parameter should be the number of 1D slices, not the 3rd.
As it was, piglit_depth_texture() was only initializing the first
slice's data and not the other slices.
---
 tests/shaders/shader_runner.c |    2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 398745f..7b397e0 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -2425,7 +2425,7 @@ piglit_display(void)
 				  &tex, &w, &l) == 3) {
 			glActiveTexture(GL_TEXTURE0 + tex);
 			piglit_depth_texture(GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT,
-					     w, 1, l, GL_FALSE);
+					     w, l, 1, GL_FALSE);
 			glTexParameteri(GL_TEXTURE_1D_ARRAY,
 					GL_TEXTURE_COMPARE_MODE,
 					GL_COMPARE_R_TO_TEXTURE);
-- 
1.7.10.4



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