Tests were using large offset instead of large binding value when
attempting to exceed atomic counter limit.
Affects:
dEQP-GLES31.functional.debug.negative_coverage.*.compute.exceed_atomic_counters_limit
Change-Id: I9c89b64de4983ec383a9c76cc44f3ac9f2e782f4
std::ostringstream shaderBody;
shaderDecl << "layout(binding = 0, offset = 0) uniform atomic_uint u_atomic0;\n"
- << "layout(binding = 0, offset = " << sizeof(GLuint) * getResourceLimit(ctx, GL_MAX_COMPUTE_ATOMIC_COUNTERS) << ") uniform atomic_uint u_atomic1;\n"
+ << "layout(binding = " << sizeof(GLuint) * getResourceLimit(ctx, GL_MAX_COMPUTE_ATOMIC_COUNTERS) << ", offset = 0) uniform atomic_uint u_atomic1;\n"
<< "\n"
<< "layout(binding = 0) buffer Output {\n"
<< " uint value;\n"