Merge "Touch watchdog before freeing objs in max_concurrent" into oc-dev
authorTreeHugger Robot <treehugger-gerrit@google.com>
Tue, 13 Jun 2017 22:56:24 +0000 (22:56 +0000)
committerAndroid (Google) Code Review <android-gerrit@google.com>
Tue, 13 Jun 2017 22:56:25 +0000 (22:56 +0000)
modules/egl/teglRobustnessTests.cpp

index a8d37b5..f43ff74 100644 (file)
@@ -1277,15 +1277,17 @@ glu::ProgramSources ShadersOOB::genSources (void)
 
 void ShadersOOB::setup (void)
 {
-       if (!m_isUBO && !m_isLocalArray && (m_shaderType == SHADERTYPE_VERT || m_shaderType == SHADERTYPE_VERT_AND_FRAG))
+       if (!m_isUBO && !m_isLocalArray && (m_shaderType != SHADERTYPE_COMPUTE))
        {
-               // Check implementation limits for vertex shader SSBO
-               int vertexShaderStorageBlockSupported = -1;
+               // Check implementation limits for shader SSBO
+               int shaderStorageBlockSupported = -1;
+               const bool isVertex = (m_shaderType == SHADERTYPE_VERT || m_shaderType == SHADERTYPE_VERT_AND_FRAG) ? true : false;
+               string shaderTypeStr = isVertex ? "GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS" : "GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS";
 
-               GLU_CHECK_GLW_CALL(m_gl, getIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &vertexShaderStorageBlockSupported));
+               GLU_CHECK_GLW_CALL(m_gl, getIntegerv(isVertex ? GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS : GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &shaderStorageBlockSupported));
 
-               if (vertexShaderStorageBlockSupported < (int)m_buffers.size())
-                       TCU_THROW(NotSupportedError, ("Test requires GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS >= " + de::toString((int)m_buffers.size()) + ", got " + de::toString(vertexShaderStorageBlockSupported)).c_str());
+               if (shaderStorageBlockSupported < (int)m_buffers.size())
+                       TCU_THROW(NotSupportedError, ("Test requires " + shaderTypeStr + " >= " + de::toString((int)m_buffers.size()) + ", got " + de::toString(shaderStorageBlockSupported)).c_str());
        }
 
        glu::ShaderProgram program(m_gl, genSources());