[Piglit] [PATCH 13/16] Move piglit_miptree_texture to GL common code
Josh Triplett
josh at joshtriplett.org
Thu Jul 3 12:38:10 PDT 2014
This doesn't need to remain in the GL-specific utility library.
Signed-off-by: Josh Triplett <josh at joshtriplett.org>
---
tests/util/piglit-util-gl-common.c | 39 +++++++++++++++++++++++++++++++++++++
tests/util/piglit-util-gl.c | 40 --------------------------------------
2 files changed, 39 insertions(+), 40 deletions(-)
diff --git a/tests/util/piglit-util-gl-common.c b/tests/util/piglit-util-gl-common.c
index bd61e35..537e19c 100644
--- a/tests/util/piglit-util-gl-common.c
+++ b/tests/util/piglit-util-gl-common.c
@@ -2027,3 +2027,42 @@ piglit_checkerboard_texture(GLuint tex, unsigned level,
return tex;
}
+
+/**
+ * Generates a 8x8 mipmapped texture whose layers contain solid r, g, b, and w.
+ */
+GLuint
+piglit_miptree_texture()
+{
+ GLfloat *data;
+ int size, i, level;
+ GLuint tex;
+ const float color_wheel[4][4] = {
+ {1, 0, 0, 1}, /* red */
+ {0, 1, 0, 1}, /* green */
+ {0, 0, 1, 1}, /* blue */
+ {1, 1, 1, 1}, /* white */
+ };
+
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+
+ for (level = 0; level < 4; ++level) {
+ size = 8 >> level;
+
+ data = malloc(size*size*4*sizeof(GLfloat));
+ for (i = 0; i < size * size; ++i) {
+ memcpy(data + 4 * i, color_wheel[level],
+ 4 * sizeof(GLfloat));
+ }
+ glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA,
+ size, size, 0, GL_RGBA, GL_FLOAT, data);
+ free(data);
+ }
+ return tex;
+}
diff --git a/tests/util/piglit-util-gl.c b/tests/util/piglit-util-gl.c
index cbaf167..5e20b01 100644
--- a/tests/util/piglit-util-gl.c
+++ b/tests/util/piglit-util-gl.c
@@ -37,46 +37,6 @@
/**
- * Generates a 8x8 mipmapped texture whose layers contain solid r, g, b, and w.
- */
-GLuint
-piglit_miptree_texture()
-{
- GLfloat *data;
- int size, i, level;
- GLuint tex;
- const float color_wheel[4][4] = {
- {1, 0, 0, 1}, /* red */
- {0, 1, 0, 1}, /* green */
- {0, 0, 1, 1}, /* blue */
- {1, 1, 1, 1}, /* white */
- };
-
- glGenTextures(1, &tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_NEAREST_MIPMAP_NEAREST);
-
- for (level = 0; level < 4; ++level) {
- size = 8 >> level;
-
- data = malloc(size*size*4*sizeof(GLfloat));
- for (i = 0; i < size * size; ++i) {
- memcpy(data + 4 * i, color_wheel[level],
- 4 * sizeof(GLfloat));
- }
- glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA,
- size, size, 0, GL_RGBA, GL_FLOAT, data);
- free(data);
- }
- return tex;
-}
-
-
-/**
* Generates an image of the given size with quadrants of red, green,
* blue and white.
* Note that for compressed teximages, where the blocking would be
--
2.0.1
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