---
 tests/texturing/tex-srgb.c | 21 ++++++++-------------
 1 file changed, 8 insertions(+), 13 deletions(-)

diff --git a/tests/texturing/tex-srgb.c b/tests/texturing/tex-srgb.c
index 96e92a1ff..2fd8d6b96 100644
--- a/tests/texturing/tex-srgb.c
+++ b/tests/texturing/tex-srgb.c
@@ -68,28 +68,23 @@ nonlinear_to_linear(GLubyte cs8)
        return table[cs8];
 }
 
-static void fill_level(GLuint tex, int level, const GLfloat *color,
-                      bool with_clear)
+static void fill_level(GLuint tex, const GLfloat *color, bool with_clear)
 {
-        GLfloat *data;
-        int size = SIZE / (1 << level);
-        int i;
-
        glBindTexture(GL_TEXTURE_2D, tex);
        if (with_clear) {
-               glTexImage2D(GL_TEXTURE_2D, level, GL_SRGB8_ALPHA8, size, size,
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, SIZE, SIZE,
                             0, GL_RGBA, GL_FLOAT, NULL);
-               glClearTexImage(tex, level, GL_RGBA, GL_FLOAT, color);
+               glClearTexImage(tex, 0, GL_RGBA, GL_FLOAT, color);
        } else {
-               /* Update a square inside the texture to red */
-               data = malloc(size * size * 4 * sizeof(GLfloat));
-               for (i = 0; i < 4 * size * size; i += 4) {
+               GLfloat *data = malloc(SIZE * SIZE * 4 * sizeof(GLfloat));
+               int i;
+               for (i = 0; i < 4 * SIZE * SIZE; i += 4) {
                        data[i + 0] = color[0];
                        data[i + 1] = color[1];
                        data[i + 2] = color[2];
                        data[i + 3] = color[3];
                }
-               glTexImage2D(GL_TEXTURE_2D, level, GL_SRGB8_ALPHA8, size, size,
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, SIZE, SIZE,
                             0, GL_RGBA, GL_FLOAT, data);
                free(data);
        }
@@ -109,7 +104,7 @@ srgb_tex_test(bool with_clear)
 
        glGenTextures(1, &tex);
 
-       fill_level(tex, 0, green, with_clear);
+       fill_level(tex, green, with_clear);
 
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
-- 
2.16.2

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