- const float epsilon = 0.008f;
- return de::abs(testedColor.x() - desiredColor.x()) < epsilon &&
- de::abs(testedColor.y() - desiredColor.y()) < epsilon &&
- de::abs(testedColor.z() - desiredColor.z()) < epsilon;
-}
-
-bool ShaderGroupVoteTestCaseBase::ComputeShader::validateScreenPixels(deqp::Context& context, tcu::Vec4 desiredColor)
-{
- const glw::Functions& gl = context.getRenderContext().getFunctions();
- const tcu::RenderTarget renderTarget = context.getRenderContext().getRenderTarget();
- tcu::IVec2 size(renderTarget.getWidth(), renderTarget.getHeight());
-
- glw::GLfloat* pixels = new glw::GLfloat[size.x() * size.y() * 4];
-
- // clear buffer
- for (int x = 0; x < size.x(); ++x)
- {
- for (int y = 0; y < size.y(); ++y)
- {
- int mappedPixelPosition = y * size.x() + x;
-
- pixels[mappedPixelPosition * 4 + 0] = -1.0f;
- pixels[mappedPixelPosition * 4 + 1] = -1.0f;
- pixels[mappedPixelPosition * 4 + 2] = -1.0f;
- pixels[mappedPixelPosition * 4 + 3] = -1.0f;
- }
- }
+ const glw::Functions& gl = context.getRenderContext().getFunctions();
+ std::size_t totalSize = RENDER_WIDTH * RENDER_HEIGHT * 4;
+ std::vector<glw::GLubyte> pixels(totalSize, 128);