fix GL sparse texture gather offset constness
authorMike Blumenkrantz <michael.blumenkrantz@gmail.com>
Wed, 11 May 2022 12:49:21 +0000 (08:49 -0400)
committerMatthew Netsch <quic_mnetsch@quicinc.com>
Thu, 9 Jun 2022 18:25:11 +0000 (18:25 +0000)
the offsets array must be a constant value, which, as defined by the spec,
must be constant before optimizations, so declaring them in this way
was illegal

Affects:
KHR-GL46.sparse_texture2_tests.SparseTexture2Lookup

Change-Id: I8d03931e59ac15674ae55902f693338b2ce99cb2

external/openglcts/modules/gl/gl4cSparseTexture2Tests.cpp

index 49cb243..9ac1a3e 100644 (file)
@@ -2381,7 +2381,7 @@ void SparseTexture2LookupTestCase::init()
        f.allowedTargets.insert(GL_TEXTURE_RECTANGLE);
        mFunctions.push_back(f);
 
-       f = FunctionToken("sparseTextureGatherOffsetsARB", "<REFZ_DEF>, offsetsArray");
+       f = FunctionToken("sparseTextureGatherOffsetsARB", "<REFZ_DEF>, <OFFSET_TYPE><OFFSET_DIM>[4](<OFFSET_TYPE><OFFSET_DIM>(0),<OFFSET_TYPE><OFFSET_DIM>(0),<OFFSET_TYPE><OFFSET_DIM>(0),<OFFSET_TYPE><OFFSET_DIM>(0))");
        f.allowedTargets.insert(GL_TEXTURE_2D);
        f.allowedTargets.insert(GL_TEXTURE_2D_ARRAY);
        f.allowedTargets.insert(GL_TEXTURE_RECTANGLE);
@@ -2590,15 +2590,6 @@ SparseTexture2LookupTestCase::TokenStringsExt SparseTexture2LookupTestCase::crea
        // Set expected result vector, component definition and offset array definition for gather functions
        if (funcName.find("Gather", 0) != std::string::npos)
        {
-               if (funcName.find("GatherOffsets", 0) != std::string::npos)
-               {
-                       s.offsetArrayDef = "    <OFFSET_TYPE><OFFSET_DIM> offsetsArray[4];\n"
-                                                          "    offsetsArray[0] = <OFFSET_TYPE><OFFSET_DIM>(0);\n"
-                                                          "    offsetsArray[1] = <OFFSET_TYPE><OFFSET_DIM>(0);\n"
-                                                          "    offsetsArray[2] = <OFFSET_TYPE><OFFSET_DIM>(0);\n"
-                                                          "    offsetsArray[3] = <OFFSET_TYPE><OFFSET_DIM>(0);\n";
-               }
-
                if (format != GL_DEPTH_COMPONENT16)
                        s.componentDef = ", 0";
                s.resultExpected   = "(1, 1, 1, 1)";