Fix compute.exceed_atomic_counters_limit
authorPyry Haulos <phaulos@google.com>
Mon, 3 Apr 2017 15:37:57 +0000 (08:37 -0700)
committerMika Isojärvi <misojarvi@google.com>
Tue, 11 Jul 2017 17:29:30 +0000 (10:29 -0700)
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

modules/gles31/functional/es31fNegativeComputeTests.cpp

index c0c36bc..cc96e55 100644 (file)
@@ -361,7 +361,7 @@ void exceed_atomic_counters_limit (NegativeTestContext& ctx)
        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"