Both are Reviewed-by: Chris Forbes <[email protected]>
On Mon, Nov 2, 2015 at 1:31 PM, Ilia Mirkin <[email protected]> wrote: > We bind a GL_R8UI texture, which means that we must use usamplerBuffer. > > Signed-off-by: Ilia Mirkin <[email protected]> > --- > tests/spec/arb_texture_buffer_range/ranges.c | 22 +++++++++++----------- > 1 file changed, 11 insertions(+), 11 deletions(-) > > diff --git a/tests/spec/arb_texture_buffer_range/ranges.c > b/tests/spec/arb_texture_buffer_range/ranges.c > index 92f641e..c37c97a 100644 > --- a/tests/spec/arb_texture_buffer_range/ranges.c > +++ b/tests/spec/arb_texture_buffer_range/ranges.c > @@ -52,7 +52,7 @@ GLint vertex_location; > #define WIN_HEIGHT (TBO_WIDTH / WIN_WIDTH) > > enum piglit_result > -test_range(GLint offset, GLint size) > +test_range(GLuint offset, GLuint size) > { > const float green[4] = { 0, 1, 0, 0 }; > > @@ -62,8 +62,8 @@ test_range(GLint offset, GLint size) > glTexBufferRange(GL_TEXTURE_BUFFER, GL_R8UI, tbo, offset, size); > > glUniform1i(glGetUniformLocation(prog, "buf"), 0); > - glUniform1i(glGetUniformLocation(prog, "offset"), offset); > - glUniform1i(glGetUniformLocation(prog, "size"), size); > + glUniform1ui(glGetUniformLocation(prog, "offset"), offset); > + glUniform1ui(glGetUniformLocation(prog, "size"), size); > > glDrawArrays(GL_TRIANGLE_FAN, 0, 4); > > @@ -135,18 +135,18 @@ static char *vs_source = > > static char *fs_source = > "#version 140\n" > - "#define WIN_WIDTH 32\n" > - "uniform isamplerBuffer buf;\n" > - "uniform int offset;\n" > - "uniform int size;\n" > + "#define WIN_WIDTH 32u\n" > + "uniform usamplerBuffer buf;\n" > + "uniform uint offset;\n" > + "uniform uint size;\n" > "\n" > "void main()\n" > "{\n" > - " int pos = int(gl_FragCoord.x) + int(gl_FragCoord.y) * > WIN_WIDTH;\n" > - " int expected = ((pos + offset) | 1) & 0xff;\n" > + " uint pos = uint(gl_FragCoord.x) + uint(gl_FragCoord.y) * > WIN_WIDTH;\n" > + " uint expected = ((pos + offset) | 1u) & 0xffu;\n" > " if (pos >= size)\n" > - " expected = 0;\n" > - " float ok = float(texelFetch(buf, pos).r == expected);\n" > + " expected = 0u;\n" > + " float ok = float(texelFetch(buf, int(pos)).r == expected);\n" > " gl_FragColor = vec4(1.0 - ok, ok, 0.0, 0.0);\n" > "}\n"; > > -- > 2.4.10 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit >
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