Fix texture/sampler mapping in sRGB tests am: c8efb45ead am: 984445983d am: bd25f07ba0
authorAlexander Galazin <alexander.galazin@arm.com>
Mon, 15 May 2017 20:38:20 +0000 (20:38 +0000)
committerandroid-build-merger <android-build-merger@google.com>
Mon, 15 May 2017 20:38:20 +0000 (20:38 +0000)
am: 2ec9385767

Change-Id: I2e0b44ed1baefe435f5d246038088d58468753ca

modules/gles31/functional/es31fSRGBDecodeTests.cpp

index 114a624..1f4e49a 100644 (file)
@@ -42,6 +42,7 @@
 #include "gluObjectWrapper.hpp"
 #include "gluStrUtil.hpp"
 #include "tcuTestLog.hpp"
+#include "deStringUtil.hpp"
 
 namespace deqp
 {
@@ -1251,7 +1252,7 @@ void SRGBTestCase::render (void)
        {
                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);
        }
@@ -1675,7 +1676,7 @@ void DecodeToggledCase::render (void)
                {
                        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);
                }