The shader storage buffer used for compute was not
correctly bound. This caused glDispatchCompute()
to return an error instead of submitting work, so
the context would never reset.
Affects:
dEQP-EGL.functional.robustness*compute
Components: AOSP
Change-Id: I4fb807b49ab806c7de968b54b8e5fd5abfd87fcd
GLU_CHECK_GLW_CALL(m_gl, genBuffers(1, &m_outputBuffer));
GLU_CHECK_GLW_CALL(m_gl, bindBuffer(GL_SHADER_STORAGE_BUFFER, m_outputBuffer));
GLU_CHECK_GLW_CALL(m_gl, bufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), DE_NULL, GL_DYNAMIC_DRAW));
- GLU_CHECK_GLW_CALL(m_gl, bindBuffer(GL_SHADER_STORAGE_BUFFER, 0));
+ GLU_CHECK_GLW_CALL(m_gl, bindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_outputBuffer));
}
else
{