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 <imir...@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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