[Piglit] [PATCH 2/2] glean: remove pointless switch statements from fbo test
Brian Paul
brianp at vmware.com
Tue Aug 15 23:08:10 UTC 2017
All switch cases did the same thing. Spotted by Eric Anholt.
---
tests/glean/tfbo.cpp | 62 +++++++++++++++-------------------------------------
1 file changed, 18 insertions(+), 44 deletions(-)
diff --git a/tests/glean/tfbo.cpp b/tests/glean/tfbo.cpp
index 1768956..288fb0e 100644
--- a/tests/glean/tfbo.cpp
+++ b/tests/glean/tfbo.cpp
@@ -603,21 +603,12 @@ FBOTest::testRender2SingleTexture(void)
// Init depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
- switch (textureModes[mode]) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP:
- glBegin(GL_POLYGON);
- glVertex3f(TEXSIZE / 4, 0, 0.3);
- glVertex3f(TEXSIZE * 5 / 8, 0, 0.3);
- glVertex3f(TEXSIZE * 5 / 8, TEXSIZE, 0.3);
- glVertex3f(TEXSIZE / 4, TEXSIZE, 0.3);
- glEnd();
- break;
- default:
- break;
- }
+ glBegin(GL_POLYGON);
+ glVertex3f(TEXSIZE / 4, 0, 0.3);
+ glVertex3f(TEXSIZE * 5 / 8, 0, 0.3);
+ glVertex3f(TEXSIZE * 5 / 8, TEXSIZE, 0.3);
+ glVertex3f(TEXSIZE / 4, TEXSIZE, 0.3);
+ glEnd();
glDepthFunc(GL_LESS);
}
@@ -628,22 +619,12 @@ FBOTest::testRender2SingleTexture(void)
glStencilFunc(GL_ALWAYS, 0x1, 0x1);
glStencilOp(GL_KEEP,
GL_KEEP, GL_REPLACE);
- switch (textureModes[mode]) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP:
- glBegin(GL_POLYGON);
- glVertex3f(TEXSIZE / 2, 0, 0.3);
- glVertex3f(TEXSIZE * 7 / 8, 0, 0.3);
- glVertex3f(TEXSIZE * 7 / 8, TEXSIZE, 0.3);
- glVertex3f(TEXSIZE / 2, TEXSIZE, 0.3);
- glEnd();
- break;
- default:
- break;
- }
-
+ glBegin(GL_POLYGON);
+ glVertex3f(TEXSIZE / 2, 0, 0.3);
+ glVertex3f(TEXSIZE * 7 / 8, 0, 0.3);
+ glVertex3f(TEXSIZE * 7 / 8, TEXSIZE, 0.3);
+ glVertex3f(TEXSIZE / 2, TEXSIZE, 0.3);
+ glEnd();
glStencilFunc(GL_NOTEQUAL, 0x1, 0x1);
}
@@ -654,19 +635,12 @@ FBOTest::testRender2SingleTexture(void)
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
- switch (textureModes[mode]) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP:
- glBegin(GL_POLYGON);
- glVertex3f(0, 0, 0.2);
- glVertex3f(TEXSIZE, 0, 0.2);
- glVertex3f(TEXSIZE, TEXSIZE, 0.2);
- glVertex3f(0, TEXSIZE, 0.2);
- glEnd();
- break;
- }
+ glBegin(GL_POLYGON);
+ glVertex3f(0, 0, 0.2);
+ glVertex3f(TEXSIZE, 0, 0.2);
+ glVertex3f(TEXSIZE, TEXSIZE, 0.2);
+ glVertex3f(0, TEXSIZE, 0.2);
+ glEnd();
// Render to the window
glEnable(textureModes[mode]);
--
1.9.1
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