Instead of doing 900 piglit_proble_pixel_rgba calls (one for each pixel)
which each call glReadPixels, use the new helper which only invokes
glReadPixels once.
---
tests/texturing/shaders/textureGather.c | 11 +++++------
1 file changed, 5 insertions(+), 6 deletions(-)
diff --git a/tests/texturing/shaders/textureGather.c
b/tests/texturing/shaders/textureGather.c
index bd369d129..fd3d101c8 100644
--- a/tests/texturing/shaders/textureGather.c
+++ b/tests/texturing/shaders/textureGather.c
@@ -52,7 +52,6 @@ float *expected;
enum piglit_result
piglit_display(void)
{
- int i, j;
bool pass = true;
glViewport(0, 0, texture_width, texture_height);
@@ -73,11 +72,11 @@ piglit_display(void)
else
glDrawArrays(GL_POINTS, 0, texture_width * texture_height);
- for (j = 1; j < texture_height - 1; j++)
- for (i = 1; i < texture_width - 1; i++) {
- float *pe = &expected[4 * (j * texture_width + i)];
- pass = piglit_probe_pixel_rgba(i, j, pe) && pass;
- }
+ pass = piglit_probe_rect_rgba_varying(1, 1,
+ texture_width - 2,
+ texture_height - 2,
+ expected + (texture_width + 1) *
4,
+ texture_width * 4 *
sizeof(float));
piglit_present_results();
--
2.17.1
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