[Piglit] [PATCH 21/25] arb_direct_state_access: Port texture-storage-multisample to core profile
Ian Romanick
idr at freedesktop.org
Mon May 18 13:50:14 PDT 2015
From: Ian Romanick <ian.d.romanick at intel.com>
The "supports_gl_compat_version = 13" was rubbish anyway because DSA
requires OpenGL 2.0. There's probably some other save/restore code in
texture_sub_image_multisample that could be removed, but I don't think
it's worth the effort right now.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
.../arb_direct_state_access/texture-storage-multisample.c | 11 +++--------
1 file changed, 3 insertions(+), 8 deletions(-)
diff --git a/tests/spec/arb_direct_state_access/texture-storage-multisample.c b/tests/spec/arb_direct_state_access/texture-storage-multisample.c
index 0069612..3486a21 100644
--- a/tests/spec/arb_direct_state_access/texture-storage-multisample.c
+++ b/tests/spec/arb_direct_state_access/texture-storage-multisample.c
@@ -34,7 +34,7 @@
PIGLIT_GL_TEST_CONFIG_BEGIN
- config.supports_gl_compat_version = 13;
+ config.supports_gl_core_version = 31;
config.window_visual = PIGLIT_GL_VISUAL_RGBA |
PIGLIT_GL_VISUAL_DOUBLE;
@@ -43,7 +43,7 @@ PIGLIT_GL_TEST_CONFIG_END
/* This has the modelview matrix built in. */
static const char multisample_texture_vs_source[] =
- "#version 130\n"
+ "#version 140\n"
"in vec2 piglit_vertex;\n"
"out vec2 tex_coords;\n"
"void main()\n"
@@ -55,7 +55,7 @@ static const char multisample_texture_vs_source[] =
;
static const char multisample_texture_fs_source[] =
- "#version 130\n"
+ "#version 140\n"
"#extension GL_ARB_sample_shading : enable\n"
"in vec2 tex_coords;\n"
"uniform sampler2DArray tex;\n"
@@ -149,7 +149,6 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
glGetIntegerv(GL_ACTIVE_TEXTURE, &backup.active_tex);
glGetIntegerv(GL_CURRENT_PROGRAM, &backup.prog);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &backup.draw_fbo);
- glGetIntegerv(GL_CLAMP_FRAGMENT_COLOR, &backup.clamp_fragment_color);
glGetIntegerv(GL_VIEWPORT, backup.viewport);
glGetBooleanv(GL_SAMPLE_SHADING_ARB, &backup.arb_sample_shading);
glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_ARB, &backup.min_sample_shading);
@@ -171,8 +170,6 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glViewport(0, 0, width, height);
- glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
-
glUseProgram(prog);
glUniform1i(tex_loc, backup.active_tex - GL_TEXTURE0);
glUniform1i(tex_depth_loc, depth);
@@ -216,7 +213,6 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
glViewport(backup.viewport[0], backup.viewport[1],
backup.viewport[2], backup.viewport[3]);
glBindTexture(target, tex);
- glClampColor(GL_CLAMP_FRAGMENT_COLOR, backup.clamp_fragment_color);
}
static bool
@@ -363,7 +359,6 @@ draw_multisampled(void)
/* Draw the image. Can't use piglit_draw_rect_tex because the OpenGL
* 1.0 pipeline doesn't handle multisample textures.
*/
- piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
--
2.1.0
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