[Piglit] [PATCH 05/18] shader_runner: Take advantage of texture binding book-keeping in fb command handling.
Francisco Jerez
currojerez at riseup.net
Tue Oct 18 23:36:31 UTC 2016
---
tests/shaders/shader_runner.c | 17 +++++------------
1 file changed, 5 insertions(+), 12 deletions(-)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 91bc793..ab2b907 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -2961,10 +2961,6 @@ piglit_display(void)
glDepthFunc(piglit_get_gl_enum_from_name(s));
} else if (sscanf(line, "fb tex 2d %d", &tex) == 1) {
GLenum status;
- GLint tex_num;
-
- glActiveTexture(GL_TEXTURE0 + tex);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_num);
if (fbo == 0) {
glGenFramebuffers(1, &fbo);
@@ -2973,7 +2969,8 @@ piglit_display(void)
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, tex_num, 0);
+ GL_TEXTURE_2D,
+ get_texture_binding(tex)->obj, 0);
if (!piglit_check_gl_error(GL_NO_ERROR)) {
fprintf(stderr, "glFramebufferTexture2D error\n");
piglit_report_result(PIGLIT_FAIL);
@@ -2985,14 +2982,10 @@ piglit_display(void)
piglit_report_result(PIGLIT_FAIL);
}
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &render_width);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &render_height);
+ render_width = get_texture_binding(tex)->width;
+ render_height = get_texture_binding(tex)->height;
} else if (sscanf(line, "fb tex layered %d", &tex) == 1) {
GLenum status;
- GLint tex_num;
-
- glActiveTexture(GL_TEXTURE0 + tex);
- glGetIntegerv(GL_TEXTURE_BINDING_2D_ARRAY, &tex_num);
if (fbo == 0) {
glGenFramebuffers(1, &fbo);
@@ -3001,7 +2994,7 @@ piglit_display(void)
glFramebufferTexture(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
- tex_num, 0);
+ get_texture_binding(tex)->obj, 0);
if (!piglit_check_gl_error(GL_NO_ERROR)) {
fprintf(stderr, "glFramebufferTexture error\n");
piglit_report_result(PIGLIT_FAIL);
--
2.9.0
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