Use ETC2 format instead of ASTC format in negative texture tests
authorMika Isojärvi <misojarvi@google.com>
Thu, 31 Mar 2016 20:43:52 +0000 (13:43 -0700)
committerMika Isojärvi <misojarvi@google.com>
Thu, 31 Mar 2016 20:43:52 +0000 (13:43 -0700)
Bug: 27946727
Change-Id: I1269c354cbec4bb1574b484aaecc42571bb41832

modules/gles31/functional/es31fNegativeTextureApiTests.cpp

index 6bd58e6..ebfd4a8 100644 (file)
@@ -3385,7 +3385,7 @@ void compressedteximage3d_invalid_width_height (NegativeTestContext& ctx)
                const int                               imageSize       = divRoundUp(width, 4) * divRoundUp(height, 4) * depth * blockSize;
                std::vector<GLubyte>    data            (imageSize);
                ctx.beginSection("GL_INVALID_VALUE is generated if target is GL_TEXTURE_CUBE_MAP_ARRAY and width and height are not equal.");
-               ctx.glCompressedTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_COMPRESSED_RGBA_ASTC_4x4, width, height, depth, 0, imageSize, &data[0]);
+               ctx.glCompressedTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_COMPRESSED_RGB8_ETC2, width, height, depth, 0, imageSize, &data[0]);
                ctx.expectError(GL_INVALID_VALUE);
                ctx.endSection();
        }