const vector<float> texCoord = computeQuadTexCoord(m_currentIteration);
const bool needNormalizedCoordInShader = m_gatherType == GATHERTYPE_OFFSET_DYNAMIC || isDepthFormat(m_textureFormat);
- addAttribute(0u, vk::VK_FORMAT_R32G32_SFLOAT, 2 * sizeof(float), numVertices, position);
+ addAttribute(0u, vk::VK_FORMAT_R32G32_SFLOAT, 2 * (deUint32)sizeof(float), numVertices, position);
if (texCoord.size() == 2*4)
- addAttribute(1u, vk::VK_FORMAT_R32G32_SFLOAT, 2 * sizeof(float), numVertices, texCoord.data());
+ addAttribute(1u, vk::VK_FORMAT_R32G32_SFLOAT, 2 * (deUint32)sizeof(float), numVertices, texCoord.data());
else if (texCoord.size() == 3*4)
- addAttribute(1u, vk::VK_FORMAT_R32G32B32_SFLOAT, 3 * sizeof(float), numVertices, texCoord.data());
+ addAttribute(1u, vk::VK_FORMAT_R32G32B32_SFLOAT, 3 * (deUint32)sizeof(float), numVertices, texCoord.data());
else
DE_ASSERT(false);
if (needNormalizedCoordInShader)
- addAttribute(2u, vk::VK_FORMAT_R32G32_SFLOAT, 2 * sizeof(float), numVertices, normalizedCoord);
+ addAttribute(2u, vk::VK_FORMAT_R32G32_SFLOAT, 2 * (deUint32)sizeof(float), numVertices, normalizedCoord);
}
tcu::TestStatus TextureGatherInstance::iterate (void)