summaryrefslogtreecommitdiff
path: root/test/testRenderOutput.cpp
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-08 16:02:56 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-08 16:02:56 +0000
commit00fc3cb9b2c06026fab0e4760609fe02e027b6df (patch)
treeb84b527824ac1d5c999fc4a974fcf2c356b422ab /test/testRenderOutput.cpp
parentReplace gl_traits glTexParameter with glTexture::parameter DSA wrapper (diff)
downloadilt-00fc3cb9b2c06026fab0e4760609fe02e027b6df.tar.bz2
ilt-00fc3cb9b2c06026fab0e4760609fe02e027b6df.tar.xz
ilt-00fc3cb9b2c06026fab0e4760609fe02e027b6df.zip
Move all low level texture operations to DSA helpers in glTexture
Diffstat (limited to 'test/testRenderOutput.cpp')
-rw-r--r--test/testRenderOutput.cpp16
1 files changed, 7 insertions, 9 deletions
diff --git a/test/testRenderOutput.cpp b/test/testRenderOutput.cpp
index 7243032..b86469a 100644
--- a/test/testRenderOutput.cpp
+++ b/test/testRenderOutput.cpp
@@ -5,15 +5,13 @@
TestRenderOutput::TestRenderOutput(TextureAbsCoord outputSize) : size {outputSize}
{
glBindFramebuffer(GL_FRAMEBUFFER, output);
- const auto configuregdata
- = [this](glTexture & data, const GLint format, const GLenum type, const GLenum attachment) {
- data.bind();
- glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, GL_RGBA, type, nullptr);
- data.parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- data.parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
- };
- configuregdata(outImage, GL_RGBA, GL_UNSIGNED_BYTE, GL_COLOR_ATTACHMENT0);
+ const auto configuregdata = [this](glTexture<GL_TEXTURE_2D> & data, const GLenum format, const GLenum attachment) {
+ data.storage(1, format, size);
+ data.parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ data.parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
+ };
+ configuregdata(outImage, GL_RGBA8, GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBindRenderbuffer(GL_RENDERBUFFER, depth);