Hi,

Fix problem pointed out by Ken with compiling shaders without checking for 
shaders to be available in glx-multithread-shader-compile.

Please review/apply.

Thanks

Mathias
>From 0f227c119ed3a479719a4a5e434a9687c9df466b Mon Sep 17 00:00:00 2001
Message-Id: <0f227c119ed3a479719a4a5e434a9687c9df466b.1366833518.git.mathias.froehl...@gmx.net>
From: =?UTF-8?q?Mathias=20Fr=C3=B6hlich?= <[email protected]>
Date: Wed, 24 Apr 2013 21:55:32 +0200
Subject: [PATCH] Check for glsl before compiling a shader.

This should avoid a false negative on
drivers that do not support glsl with
glx-multithread-shader-compile.

Signed-off-by: Mathias Froehlich <[email protected]>
---
 tests/glx/glx-multithread-shader-compile.c | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/tests/glx/glx-multithread-shader-compile.c b/tests/glx/glx-multithread-shader-compile.c
index b04c1b2..82aebfc 100644
--- a/tests/glx/glx-multithread-shader-compile.c
+++ b/tests/glx/glx-multithread-shader-compile.c
@@ -75,6 +75,8 @@ thread_func(void *arg)
 		piglit_dispatch_default_init();
 		pthread_mutex_unlock(&mutex);
 
+		piglit_require_GLSL();
+
 		vert_shader = piglit_compile_shader_text(GL_VERTEX_SHADER, vert_shader_text);
 		piglit_check_gl_error(GL_NO_ERROR);
 
-- 
1.8.1.4

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