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authorFrancisco Jerez <currojerez@riseup.net>2016-09-17 01:38:49 -0700
committerFrancisco Jerez <currojerez@riseup.net>2016-11-07 14:07:04 -0800
commite13442893cf0a63d855afaa6ec8a470b2305d5b6 (patch)
tree133d336ea63822a708185e2b4f63f8396b567a88
parentcaa45f6c3345cec79aec04c161897e9e5e496b27 (diff)
shader_runner: Take advantage of texture binding book-keeping in image binding command.
No need to do the glActiveTexture + glGetIntegerv dance to find out which texture object is bound to a texture unit.
-rw-r--r--tests/shaders/shader_runner.c8
1 files changed, 2 insertions, 6 deletions
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index a23889484..ed2e085ef 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -3023,12 +3023,8 @@ piglit_display(void)
"image texture %d %31s",
&tex, s) == 2) {
const GLenum img_fmt = piglit_get_gl_enum_from_name(s);
- GLint tex_num;
-
- glActiveTexture(GL_TEXTURE0 + tex);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_num);
- glBindImageTexture(tex, tex_num, 0, GL_FALSE, 0,
- GL_READ_WRITE, img_fmt);
+ glBindImageTexture(tex, get_texture_binding(tex)->obj, 0,
+ GL_FALSE, 0, GL_READ_WRITE, img_fmt);
} else if (sscanf(line, "memory barrier %s", s) == 1) {
glMemoryBarrier(piglit_get_gl_memory_barrier_enum_from_name(s));
} else if (sscanf(line, "ortho %f %f %f %f",