[Piglit] [PATCH v2 4/4] arb_shader_image_load_store: Use GL_RGBA8 for image internal format
Jordan Justen
jordan.l.justen at intel.com
Fri Jun 12 15:23:13 PDT 2015
The motivation for this is that (as noted by curro)
ARB_shader_image_load_store doesn't support images with an internal
format of GL_RGBA.
See 'Table X.2' in
https://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt
Therefore, in order to use image load/store in shader runner tests, we
must override the default internal format when creating the image.
Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
Cc: Francisco Jerez <currojerez at riseup.net>
---
.../execution/basic-imageStore-from-uniform.shader_test | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/tests/spec/arb_shader_image_load_store/execution/basic-imageStore-from-uniform.shader_test b/tests/spec/arb_shader_image_load_store/execution/basic-imageStore-from-uniform.shader_test
index 802eda0..500fdb1 100644
--- a/tests/spec/arb_shader_image_load_store/execution/basic-imageStore-from-uniform.shader_test
+++ b/tests/spec/arb_shader_image_load_store/execution/basic-imageStore-from-uniform.shader_test
@@ -31,11 +31,11 @@ void main()
[test]
# Texture 0 is the imageStore output.
uniform int tex 0
-texture rgbw 0 (16, 16)
+texture rgbw 0 (16, 16) GL_RGBA8
image texture 0
# Texture 1 is the rendering output. We don't care about this.
-texture rgbw 1 (16, 16)
+texture rgbw 1 (16, 16) GL_RGBA8
# Store red using imageStore
uniform vec4 color 1.0 0.0 0.0 1.0
--
2.1.4
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