[Piglit] [PATCH 03/18] shader_runner: Take advantage of texture binding book-keeping in image binding command.
Francisco Jerez
currojerez at riseup.net
Tue Oct 18 23:36:29 UTC 2016
No need to do the glActiveTexture + glGetIntegerv dance to find out
which texture object is bound to a texture unit.
---
tests/shaders/shader_runner.c | 8 ++------
1 file changed, 2 insertions(+), 6 deletions(-)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 50025b8..2a37b56 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -3023,12 +3023,8 @@ piglit_display(void)
"image texture %d %31s",
&tex, s) == 2) {
const GLenum img_fmt = piglit_get_gl_enum_from_name(s);
- GLint tex_num;
-
- glActiveTexture(GL_TEXTURE0 + tex);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_num);
- glBindImageTexture(tex, tex_num, 0, GL_FALSE, 0,
- GL_READ_WRITE, img_fmt);
+ glBindImageTexture(tex, get_texture_binding(tex)->obj, 0,
+ GL_FALSE, 0, GL_READ_WRITE, img_fmt);
} else if (sscanf(line, "memory barrier %s", s) == 1) {
glMemoryBarrier(piglit_get_gl_memory_barrier_enum_from_name(s));
} else if (sscanf(line, "ortho %f %f %f %f",
--
2.9.0
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