diff options
author | Jose Maria Casanova Crespo <jmcasanova@igalia.com> | 2024-01-15 10:35:47 +0100 |
---|---|---|
committer | Jose Maria Casanova Crespo <jmcasanova@igalia.com> | 2024-01-16 12:25:22 +0100 |
commit | 9fc64da1bd1b16e252a956d2cdf2f77b8494734e (patch) | |
tree | fea530cc197dd27a40f8cb7e2f8b04f95b6a2675 | |
parent | 1750d5d6cb523736d3ffa919c9d603b6c8d472bd (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.c | 3 | ||||
-rw-r--r-- | tests/spec/arb_texture_barrier/texture-halves-ping-pong-operation-chain.c | 3 |
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); } |