[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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