diff options
author | Topi Pohjolainen <topi.pohjolainen@intel.com> | 2014-02-24 12:36:33 +0200 |
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committer | Topi Pohjolainen <topi.pohjolainen@intel.com> | 2016-05-19 23:35:59 +0300 |
commit | c9abe96a2fc236e67e0201a461e2f12d2ab43073 (patch) | |
tree | 6b13a0cdfe0311051aae0ef6e61c81c60641ac67 | |
parent | ca6be3d3cf91e9b150df4c4cfa73a18074615204 (diff) |
stencil_texturing: Use piglit_depth_texture()
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
-rw-r--r-- | tests/spec/arb_stencil_texturing/draw.c | 40 |
1 files changed, 6 insertions, 34 deletions
diff --git a/tests/spec/arb_stencil_texturing/draw.c b/tests/spec/arb_stencil_texturing/draw.c index 9353240c8..c4152c99d 100644 --- a/tests/spec/arb_stencil_texturing/draw.c +++ b/tests/spec/arb_stencil_texturing/draw.c @@ -143,17 +143,6 @@ piglit_display(void) /******************************************************************************/ /** - * Pack a floating point depth value and 8-bit stencil value into - * GL_UNSIGNED_INT24_S8 data. - */ -uint32_t -pack_z24_s8(float z, uint8_t s) -{ - uint32_t z24 = z * (double) 0xffffff; - return (z24 << 8) | s; -} - -/** * Generate two textures containing gradients: * - Depth ranges from 0.0 to 1.0. * - Stencil ranges from 0 to 255. @@ -167,33 +156,16 @@ static void setup_textures(void) { int i; - uint32_t horiz_data[256 * 256]; - uint32_t vert_data[256 * 256]; - - for (i = 0; i < ARRAY_SIZE(horiz_data); i++) { - unsigned x = i % 256; - unsigned y = i / 256; - horiz_data[i] = pack_z24_s8(x / 255.0f, x); - vert_data[i] = pack_z24_s8(y / 255.0f, y); - } - glGenTextures(1, &horiz_tex); - glBindTexture(GL_TEXTURE_2D, horiz_tex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, - 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, - horiz_data); + horiz_tex = piglit_depth_texture(GL_TEXTURE_2D, GL_DEPTH24_STENCIL8, + 256, 256, 1, GL_FALSE, + DEPTH_GRAD_X, DEPTH_GRAD_X); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); - glGenTextures(1, &vert_tex); - glBindTexture(GL_TEXTURE_2D, vert_tex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, - 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, - vert_data); + vert_tex = piglit_depth_texture(GL_TEXTURE_2D, GL_DEPTH24_STENCIL8, + 256, 256, 1, GL_FALSE, + DEPTH_GRAD_Y, DEPTH_GRAD_Y); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); |