[Piglit] [PATCH] shader_image: fix max images if fragment shader has limited outputs.

Dave Airlie airlied at gmail.com
Wed Feb 28 02:58:25 UTC 2018


From: Dave Airlie <airlied at redhat.com>

This drops one from the max images as the fragment shader needs
one output for outputing the results

Signed-off-by: Dave Airlie <airlied at redhat.com>
---
 tests/spec/arb_shader_image_load_store/image.c | 5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

diff --git a/tests/spec/arb_shader_image_load_store/image.c b/tests/spec/arb_shader_image_load_store/image.c
index e664d3cc4..1bfaebfdb 100644
--- a/tests/spec/arb_shader_image_load_store/image.c
+++ b/tests/spec/arb_shader_image_load_store/image.c
@@ -670,11 +670,14 @@ num_reserved_images(GLbitfield stages)
 unsigned
 image_stage_max_images(const struct image_stage_info *stage)
 {
-        int n = 0;
+        int n = 0, n2 = 0;
 
         switch (stage->stage) {
         case GL_FRAGMENT_SHADER:
                 glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &n);
+                glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &n2);
+		if (n == n2)
+			n--;
                 break;
 
         case GL_VERTEX_SHADER:
-- 
2.14.3



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