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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit