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authorJose Maria Casanova Crespo <jmcasanova@igalia.com>2024-01-15 10:35:47 +0100
committerJose Maria Casanova Crespo <jmcasanova@igalia.com>2024-01-16 12:25:22 +0100
commit9fc64da1bd1b16e252a956d2cdf2f77b8494734e (patch)
treefea530cc197dd27a40f8cb7e2f8b04f95b6a2675
parent1750d5d6cb523736d3ffa919c9d603b6c8d472bd (diff)
arb_texture_barrier: allow testing the extension under GL3.0
Using glFramebufferTexture2D instead of glFramebufferTexture reduces the requirements of OpenGL version from 3.2 to 3.0 Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/861>
-rw-r--r--tests/spec/arb_texture_barrier/blending-in-shader-arb.c3
-rw-r--r--tests/spec/arb_texture_barrier/texture-halves-ping-pong-operation-chain.c3
2 files changed, 4 insertions, 2 deletions
diff --git a/tests/spec/arb_texture_barrier/blending-in-shader-arb.c b/tests/spec/arb_texture_barrier/blending-in-shader-arb.c
index c0fd55714..d61d5a214 100644
--- a/tests/spec/arb_texture_barrier/blending-in-shader-arb.c
+++ b/tests/spec/arb_texture_barrier/blending-in-shader-arb.c
@@ -177,7 +177,8 @@ initialize_data()
glActiveTexture(GL_TEXTURE0 + t);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER,
GL_UNSIGNED_INT, tex_data[t]);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + t, tex[t], 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + t,
+ GL_TEXTURE_2D, tex[t], 0);
}
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
diff --git a/tests/spec/arb_texture_barrier/texture-halves-ping-pong-operation-chain.c b/tests/spec/arb_texture_barrier/texture-halves-ping-pong-operation-chain.c
index 41a840148..23b03531b 100644
--- a/tests/spec/arb_texture_barrier/texture-halves-ping-pong-operation-chain.c
+++ b/tests/spec/arb_texture_barrier/texture-halves-ping-pong-operation-chain.c
@@ -163,7 +163,8 @@ initialize_fbo()
unsigned fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, tex, 0);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE);
}