[Piglit] [PATCH 1/4] fbo-blit-d24s8: avoid using textures
Ilia Mirkin
imirkin at alum.mit.edu
Thu Mar 13 09:07:01 PDT 2014
There's no reason to attach the teximages to the framebuffer. Instead
use renderbuffers so that we don't need to depend on ARB_depth_texture.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
tests/fbo/fbo-blit-d24s8.c | 38 +++++++++++++++++---------------------
1 file changed, 17 insertions(+), 21 deletions(-)
diff --git a/tests/fbo/fbo-blit-d24s8.c b/tests/fbo/fbo-blit-d24s8.c
index 37e8470..fe8c30d 100644
--- a/tests/fbo/fbo-blit-d24s8.c
+++ b/tests/fbo/fbo-blit-d24s8.c
@@ -58,33 +58,29 @@ PIGLIT_GL_TEST_CONFIG_END
static GLuint
make_fbo(int w, int h)
{
- GLuint tex;
+ GLuint rb;
GLuint fb;
GLenum status;
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
- glGenTextures(1, &tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT,
- w, h, 0,
- GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
- GL_DEPTH_ATTACHMENT_EXT,
- GL_TEXTURE_2D,
- tex,
- 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
- GL_STENCIL_ATTACHMENT_EXT,
- GL_TEXTURE_2D,
- tex,
- 0);
-
+ glGenRenderbuffersEXT(1, &rb);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
+
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ GL_DEPTH24_STENCIL8,
+ w, h);
+
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_DEPTH_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT,
+ rb);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT,
+ rb);
+
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
assert(glGetError() == 0);
--
1.8.3.2
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