No need to do the glActiveTexture + glGetIntegerv dance to find out which texture object is bound to a texture unit. --- tests/shaders/shader_runner.c | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c index 50025b8..2a37b56 100644 --- a/tests/shaders/shader_runner.c +++ b/tests/shaders/shader_runner.c @@ -3023,12 +3023,8 @@ piglit_display(void) "image texture %d %31s", &tex, s) == 2) { const GLenum img_fmt = piglit_get_gl_enum_from_name(s); - GLint tex_num; - - glActiveTexture(GL_TEXTURE0 + tex); - glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_num); - glBindImageTexture(tex, tex_num, 0, GL_FALSE, 0, - GL_READ_WRITE, img_fmt); + glBindImageTexture(tex, get_texture_binding(tex)->obj, 0, + GL_FALSE, 0, GL_READ_WRITE, img_fmt); } else if (sscanf(line, "memory barrier %s", s) == 1) { glMemoryBarrier(piglit_get_gl_memory_barrier_enum_from_name(s)); } else if (sscanf(line, "ortho %f %f %f %f", -- 2.9.0 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit