[Piglit] [PATCH 02/15] arb_direct_state_access: Testing glCreateFramebuffers "in the wild."

Anuj Phogat anuj.phogat at gmail.com
Wed Apr 1 11:03:36 PDT 2015


On Thu, Mar 5, 2015 at 6:01 PM, Laura Ekstrand <laura at jlekstrand.net> wrote:
> ---
>  tests/spec/arb_direct_state_access/gettextureimage-formats.c   | 2 +-
>  tests/spec/arb_direct_state_access/gettextureimage-luminance.c | 4 ++--
>  2 files changed, 3 insertions(+), 3 deletions(-)
>
> diff --git a/tests/spec/arb_direct_state_access/gettextureimage-formats.c b/tests/spec/arb_direct_state_access/gettextureimage-formats.c
> index e2d637c..f00726c 100644
> --- a/tests/spec/arb_direct_state_access/gettextureimage-formats.c
> +++ b/tests/spec/arb_direct_state_access/gettextureimage-formats.c
> @@ -95,7 +95,7 @@ make_texture_image(GLenum intFormat, GLubyte upperRightTexel[4])
>                 }
>
>                 /* Initialize the texture with glDrawPixels. */
> -               glGenFramebuffers(1, &fb);
> +               glCreateFramebuffers(1, &fb);
>                 glBindFramebuffer(GL_FRAMEBUFFER, fb);
>                 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
>                                        GL_TEXTURE_2D, texture_id, 0);
> diff --git a/tests/spec/arb_direct_state_access/gettextureimage-luminance.c b/tests/spec/arb_direct_state_access/gettextureimage-luminance.c
> index 3add1d7..ec6a2cc 100644
> --- a/tests/spec/arb_direct_state_access/gettextureimage-luminance.c
> +++ b/tests/spec/arb_direct_state_access/gettextureimage-luminance.c
> @@ -158,7 +158,7 @@ test_fbo_readpixels_lum_as_rgba(void)
>         /* create an FBO to wrap the texture so we can read it back
>          * with glReadPixels
>          */
> -       glGenFramebuffers(1, &fbo);
> +       glCreateFramebuffers(1, &fbo);
>         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
>         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT,
>                                GL_TEXTURE_2D, tex, 0);
> @@ -211,7 +211,7 @@ test_fbo_readpixels_rgba_as_lum(void)
>         /* create an FBO to wrap the texture so we can read it back
>          * with glReadPixels
>          */
> -       glGenFramebuffers(1, &fbo);
> +       glCreateFramebuffers(1, &fbo);
>         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
>         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT,
>                                GL_TEXTURE_2D, tex, 0);
> --
> 2.1.0
>
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Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>


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