[Piglit] [PATCH 8/9] fp-fragment-position: use glGenTextures()
Brian Paul
brianp at vmware.com
Fri Oct 13 20:08:06 UTC 2017
Instead of hard-coded texture IDs. This allows the test to run with -fbo.
---
tests/shaders/fp-fragment-position.c | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/tests/shaders/fp-fragment-position.c b/tests/shaders/fp-fragment-position.c
index fad97f5..84dbf3c 100644
--- a/tests/shaders/fp-fragment-position.c
+++ b/tests/shaders/fp-fragment-position.c
@@ -275,6 +275,7 @@ piglit_init(int argc, char **argv)
int i, x, y;
GLubyte rectangle[200][200][4];
GLubyte tex[256*256][4];
+ GLuint texobj[2];
/* Need GL 1.4 for GL_GENERATE_MIPMAP tex param */
piglit_require_gl_version(14);
@@ -304,7 +305,8 @@ piglit_init(int argc, char **argv)
}
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 1);
+ glGenTextures(2, texobj);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texobj[0]);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 200, 200, 0,
GL_RGBA, GL_UNSIGNED_BYTE, rectangle);
@@ -321,7 +323,7 @@ piglit_init(int argc, char **argv)
}
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 2);
+ glBindTexture(GL_TEXTURE_2D, texobj[1]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex);
--
1.9.1
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