Signed-off-by: Topi Pohjolainen <topi.pohjolai...@intel.com>
---
 tests/spec/arb_stencil_texturing/draw.c | 40 +++++----------------------------
 1 file changed, 6 insertions(+), 34 deletions(-)

diff --git a/tests/spec/arb_stencil_texturing/draw.c 
b/tests/spec/arb_stencil_texturing/draw.c
index 9353240..c4152c9 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);
 
-- 
2.5.5

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