There's no reason to attach the teximages to the framebuffer. Instead use renderbuffers so that we don't need to depend on ARB_depth_texture.
Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu> --- tests/fbo/fbo-blit-d24s8.c | 38 +++++++++++++++++--------------------- 1 file changed, 17 insertions(+), 21 deletions(-) diff --git a/tests/fbo/fbo-blit-d24s8.c b/tests/fbo/fbo-blit-d24s8.c index 37e8470..fe8c30d 100644 --- a/tests/fbo/fbo-blit-d24s8.c +++ b/tests/fbo/fbo-blit-d24s8.c @@ -58,33 +58,29 @@ PIGLIT_GL_TEST_CONFIG_END static GLuint make_fbo(int w, int h) { - GLuint tex; + GLuint rb; GLuint fb; GLenum status; glGenFramebuffersEXT(1, &fb); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); - glGenTextures(1, &tex); - glBindTexture(GL_TEXTURE_2D, tex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, - w, h, 0, - GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, - GL_DEPTH_ATTACHMENT_EXT, - GL_TEXTURE_2D, - tex, - 0); - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, - GL_STENCIL_ATTACHMENT_EXT, - GL_TEXTURE_2D, - tex, - 0); - + glGenRenderbuffersEXT(1, &rb); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); + + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, + GL_DEPTH24_STENCIL8, + w, h); + + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, + rb); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, + rb); + glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); assert(glGetError() == 0); -- 1.8.3.2 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit