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authorThomas Hellstrom <thellstrom@vmware.com>2017-06-21 14:06:43 +0200
committerBrian Paul <brianp@vmware.com>2017-06-21 13:43:25 -0600
commitdf56af2bbbc9f6f44a14f816c185071d27e35f28 (patch)
treee6572cc423df04dd6522e4bf04d1136aba82ae6a
parent5bdccab7e7c7bf4018f0a3436911ca32a87f8b0c (diff)
glx/glx-multithread-texture: Use larger color differences
Color spacing of 1 between consecutive textures may yield false positives when probing, and defer error reporting to the transition from color 255 to color 0. That may be confusing. So increase the color spacing to detect errors earlier. Cc: Frank Henigman <fjhenigman@google.com> Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com> Reviewed-by: Brian Paul <brianp@vmware.com>
-rw-r--r--tests/glx/glx-multithread-texture.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/tests/glx/glx-multithread-texture.c b/tests/glx/glx-multithread-texture.c
index 08121e38e..a70d24693 100644
--- a/tests/glx/glx-multithread-texture.c
+++ b/tests/glx/glx-multithread-texture.c
@@ -107,7 +107,7 @@ load_func(void *arg)
glEnable(GL_TEXTURE_2D);
while (!quit && count <= num_test) {
- int color = count & 0xff;
+ int color = (3 * count) & 0xff;
assert(tex->user == LOAD);
if (tex->color != color) {