[Piglit] [PATCH] glsl-1.30/gl_MaxTextureUnits: Fix this test for obvious spec typo.

Eric Anholt eric at anholt.net
Mon Jan 9 13:49:38 PST 2012


In GL 3.0, the minimum number of texture image units was updated to
16, while the minimum number of texture units for fixed function
remained at 2.  However, it appears that in updating the GLSL
specification, they also increased the minimum number of fixed
function texture units as well by increasing the minimum of this
built-in constant.  This typo is fixed in the GLSL 4.0 specification,
and I've submitted feedback to Khronos on this.
---
 .../maximums/gl_MaxTextureUnits.shader_test        |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test b/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test
index 7cec666..a3cc962 100644
--- a/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test
+++ b/tests/spec/glsl-1.30/execution/maximums/gl_MaxTextureUnits.shader_test
@@ -17,7 +17,7 @@ void main(void)
 #version 130
 void main(void)
 {
-	if (gl_MaxTextureUnits >= 16)
+	if (gl_MaxTextureUnits >= 2)
 		gl_FragColor = vec4(0, 1, 0, 0);
 	else
 		gl_FragColor = vec4(1, 0, 0, 0);
-- 
1.7.7.3



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