Use correct maximum number of image uniforms in multi-bind tests
authorIago Toral Quiroga <itoral@igalia.com>
Thu, 1 Jun 2017 08:47:54 +0000 (10:47 +0200)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Tue, 6 Jun 2017 08:40:10 +0000 (04:40 -0400)
commitac14f1d762f135dd63d8e78d74ef2df35af315a7
tree393fc49caf9507917c4deaf4c1466b567f0dcefb
parent48ab5cc64d6a0d9bb8062765fe825e2b95b426b6
Use correct maximum number of image uniforms in multi-bind tests

The test queries GL_MAX_IMAGE_UNITS to decide the maximum number of
image uniforms it can use, but this limit is exposed per-stage
via GL_MAX_<STAGE>_IMAGE_UNIFORMS. Since the test uses a compute
shader it should query GL_MAX_COMPUTE_IMAGE_UNIFORMS.

Components: OpenGL
VK-GL-CTS issue: 457

Affects:
KHR-GL45.multi_bind.dispatch_bind_image_textures

Change-Id: I076cab954b1b0662f9fdab41f0f82437cc91ca64
external/openglcts/modules/gl/gl4cMultiBindTests.cpp