"GL_EXT_color_buffer_float",
// These are already texture-valid in ES3, the extension just adds RBO
// support and makes them color-renderable.
- REQUIRED_RENDERABLE | COLOR_RENDERABLE | RENDERBUFFER_VALID,
+ (deUint32)(REQUIRED_RENDERABLE | COLOR_RENDERABLE | RENDERBUFFER_VALID),
GLS_ARRAY_RANGE(s_extColorBufferFloatFormats)
},
{
"GL_OES_texture_stencil8",
// \note: es3 RBO tests actually cover the first two requirements
// - kept here for completeness
- REQUIRED_RENDERABLE | STENCIL_RENDERABLE | TEXTURE_VALID,
+ (deUint32)(REQUIRED_RENDERABLE | STENCIL_RENDERABLE | TEXTURE_VALID),
GLS_ARRAY_RANGE(s_extOESTextureStencil8)
},
// the formats
{
"DEQP_gles31_core_compatible GL_EXT_render_snorm",
- REQUIRED_RENDERABLE | COLOR_RENDERABLE | TEXTURE_VALID | RENDERBUFFER_VALID,
+ (deUint32)(REQUIRED_RENDERABLE | COLOR_RENDERABLE | TEXTURE_VALID | RENDERBUFFER_VALID),
GLS_ARRAY_RANGE(s_extRenderSnorm)
},
};
, m_numSamples (-1)
, m_depthStencilImage (0)
, m_depthStencilType (GL_NONE) {}
- void check (GLenum attPoint, const Attachment& att, const Image* image);
+ void check (GLenum attPoint, const Attachment& att, const Image* image);
private:
//! The common number of samples of images.
ostringstream os;
bool first = true;
for (const GLsizei* ns = DE_ARRAY_BEGIN(params.numSamples);
- ns != DE_ARRAY_END(params.numSamples);
+ ns != DE_ARRAY_END(params.numSamples);
ns++)
{
if (first)