[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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