[Piglit] [PATCH 1/2] shader_runner: use a byte type so that the texture isn't created as float
Ilia Mirkin
imirkin at alum.mit.edu
Thu Sep 22 00:10:28 UTC 2016
Mesa decides to create it as a float texture (since it's an unsized
internal format), but then it can't be rendered to in ES (without having
been created via a sized internal format).
To facilitate matters, just use GL_UNSIGNED_BYTE, since we really don't
care about the format here.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
tests/shaders/shader_runner.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index 8e29346..cadac18 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -3259,7 +3259,7 @@ piglit_display(void)
glGenTextures(1, &texobj);
glBindTexture(GL_TEXTURE_2D_ARRAY, texobj);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA,
- w, h, l, 0, GL_RGBA, GL_FLOAT, 0);
+ w, h, l, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
} else if (sscanf(line,
"texture rgbw 2DArray %d ( %d , %d , %d )",
&tex, &w, &h, &l) == 4) {
--
2.7.3
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