The test queries GL_MAX_IMAGE_UNITS to decide the maximum number of
image uniforms it can use, but this limit is exposed per-stage
via GL_MAX_<STAGE>_IMAGE_UNIFORMS. Since the test uses a compute
shader it should query GL_MAX_COMPUTE_IMAGE_UNIFORMS.
Components: OpenGL
VK-GL-CTS issue: 457
Affects:
KHR-GL45.multi_bind.dispatch_bind_image_textures
Change-Id: I076cab954b1b0662f9fdab41f0f82437cc91ca64
GLuint sum = 0;
/* Get max */
- gl.getIntegerv(GL_MAX_IMAGE_UNITS, &max_textures);
+ gl.getIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &max_textures);
GLU_EXPECT_NO_ERROR(gl.getError(), "GetIntegerv");
/* Textures */