Fix uint-to-float conversion warning
authorPyry Haulos <phaulos@google.com>
Mon, 6 Apr 2015 22:37:20 +0000 (15:37 -0700)
committerPyry Haulos <phaulos@google.com>
Mon, 6 Apr 2015 22:37:20 +0000 (15:37 -0700)
Change-Id: I61d9a660059c8c46c209646a0e1d8b39ab3047bc

modules/glshared/glsScissorTests.cpp

index a08d4d6..6462182 100644 (file)
@@ -195,10 +195,10 @@ ScissorCase::IterateResult ScissorCase::iterate (void)
        const glw::Functions&           gl                              = m_renderCtx.getFunctions();
        TestLog&                                        log                             = m_testCtx.getLog();
        const tcu::PixelFormat          renderFormat    = m_renderCtx.getRenderTarget().getPixelFormat();
-       const tcu::Vec4                         threshold               = 0.02f * Vec4(1u << de::max(0, 8 - renderFormat.redBits),
-                                                                                                                          1u << de::max(0, 8 - renderFormat.greenBits),
-                                                                                                                          1u << de::max(0, 8 - renderFormat.blueBits),
-                                                                                                                          1u << de::max(0, 8 - renderFormat.alphaBits));
+       const tcu::Vec4                         threshold               = 0.02f * UVec4(1u << de::max(0, 8 - renderFormat.redBits),
+                                                                                                                               1u << de::max(0, 8 - renderFormat.greenBits),
+                                                                                                                               1u << de::max(0, 8 - renderFormat.blueBits),
+                                                                                                                               1u << de::max(0, 8 - renderFormat.alphaBits)).asFloat();
        const glu::ShaderProgram        shader                  (m_renderCtx, genShaders(glu::getContextTypeGLSLVersion(m_renderCtx.getType())));
 
        const RandomViewport            viewport                (m_renderCtx.getRenderTarget(), 256, 256, deStringHash(getName()));