// Worst case: all but one shader invocations get one sample, one shader invocation the rest of the samples
const int minInvocationCount = ((m_numTargetSamples + 1) / 2);
const int minBitCount = 1;
- const int maxBitCount = (m_numTargetSamples <= 2) ? (1) : (m_numTargetSamples - ((minInvocationCount-1) * minBitCount));
+ const int maxBitCount = m_numTargetSamples - ((minInvocationCount-1) * minBitCount);
if (maxLoc == -1)
throw tcu::TestError("Location of u_maxBitCount was -1");