#include "gluObjectWrapper.hpp"
#include "gluStrUtil.hpp"
#include "tcuTestLog.hpp"
+#include "deStringUtil.hpp"
namespace deqp
{
{
gl.activeTexture(GL_TEXTURE0 + (glw::GLenum)textureSourceIdx);
gl.bindTexture(m_textureSourceList[textureSourceIdx]->getGLTargetType(), m_textureSourceList[textureSourceIdx]->getHandle());
- glw::GLuint samplerUniformLocationID = gl.getUniformLocation(m_shaderProgramList[0]->getHandle(), m_shaderProgramList[0]->getUniformAtLocation(textureSourceIdx).name.c_str());
+ glw::GLuint samplerUniformLocationID = gl.getUniformLocation(m_shaderProgramList[0]->getHandle(), (std::string("uTexture") + de::toString(textureSourceIdx)).c_str());
TCU_CHECK(samplerUniformLocationID != (glw::GLuint)-1);
gl.uniform1i(samplerUniformLocationID, (glw::GLenum)textureSourceIdx);
}
{
gl.activeTexture(GL_TEXTURE0 + (glw::GLenum)textureSourceIdx);
gl.bindTexture(m_textureSourceList[textureSourceIdx]->getGLTargetType(), m_textureSourceList[textureSourceIdx]->getHandle());
- glw::GLuint samplerUniformLocationID = gl.getUniformLocation(m_shaderProgramList[programIdx]->getHandle(), m_shaderProgramList[programIdx]->getUniformAtLocation(textureSourceIdx).name.c_str());
+ glw::GLuint samplerUniformLocationID = gl.getUniformLocation(m_shaderProgramList[programIdx]->getHandle(), (std::string("uTexture") + de::toString(textureSourceIdx)).c_str());
TCU_CHECK(samplerUniformLocationID != (glw::GLuint) - 1);
gl.uniform1i(samplerUniformLocationID, (glw::GLenum)textureSourceIdx);
}