From: Ian Romanick <ian.d.roman...@intel.com>

The "supports_gl_compat_version = 13" was rubbish anyway because DSA
requires OpenGL 2.0.  There's probably some other save/restore code in
texture_sub_image_multisample that could be removed, but I don't think
it's worth the effort right now.

Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
---
 .../arb_direct_state_access/texture-storage-multisample.c     | 11 +++--------
 1 file changed, 3 insertions(+), 8 deletions(-)

diff --git a/tests/spec/arb_direct_state_access/texture-storage-multisample.c 
b/tests/spec/arb_direct_state_access/texture-storage-multisample.c
index 0069612..3486a21 100644
--- a/tests/spec/arb_direct_state_access/texture-storage-multisample.c
+++ b/tests/spec/arb_direct_state_access/texture-storage-multisample.c
@@ -34,7 +34,7 @@
 
 PIGLIT_GL_TEST_CONFIG_BEGIN
 
-       config.supports_gl_compat_version = 13;
+       config.supports_gl_core_version = 31;
 
        config.window_visual = PIGLIT_GL_VISUAL_RGBA |
                               PIGLIT_GL_VISUAL_DOUBLE;
@@ -43,7 +43,7 @@ PIGLIT_GL_TEST_CONFIG_END
 
 /* This has the modelview matrix built in. */
 static const char multisample_texture_vs_source[] =
-       "#version 130\n"
+       "#version 140\n"
        "in vec2 piglit_vertex;\n"
        "out vec2 tex_coords;\n"
        "void main()\n"
@@ -55,7 +55,7 @@ static const char multisample_texture_vs_source[] =
        ;
 
 static const char multisample_texture_fs_source[] =
-       "#version 130\n"
+       "#version 140\n"
        "#extension GL_ARB_sample_shading : enable\n"
        "in vec2 tex_coords;\n"
        "uniform sampler2DArray tex;\n"
@@ -149,7 +149,6 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
        glGetIntegerv(GL_ACTIVE_TEXTURE, &backup.active_tex);
        glGetIntegerv(GL_CURRENT_PROGRAM, &backup.prog);
        glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &backup.draw_fbo);
-       glGetIntegerv(GL_CLAMP_FRAGMENT_COLOR, &backup.clamp_fragment_color);
        glGetIntegerv(GL_VIEWPORT, backup.viewport);
        glGetBooleanv(GL_SAMPLE_SHADING_ARB, &backup.arb_sample_shading);
        glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_ARB, 
&backup.min_sample_shading);
@@ -171,8 +170,6 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        glViewport(0, 0, width, height);
 
-       glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
-
        glUseProgram(prog);
        glUniform1i(tex_loc, backup.active_tex - GL_TEXTURE0);
        glUniform1i(tex_depth_loc, depth);
@@ -216,7 +213,6 @@ texture_sub_image_multisample(GLenum tex, GLenum target,
        glViewport(backup.viewport[0], backup.viewport[1],
                   backup.viewport[2], backup.viewport[3]);
        glBindTexture(target, tex);
-       glClampColor(GL_CLAMP_FRAGMENT_COLOR, backup.clamp_fragment_color);
 }
 
 static bool
@@ -363,7 +359,6 @@ draw_multisampled(void)
        /* Draw the image. Can't use piglit_draw_rect_tex because the OpenGL
         * 1.0 pipeline doesn't handle multisample textures.
         */
-       piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
-- 
2.1.0

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