Use correct maximum number of image uniforms in multi-bind tests
authorIago Toral Quiroga <itoral@igalia.com>
Thu, 1 Jun 2017 08:47:54 +0000 (10:47 +0200)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Tue, 6 Jun 2017 08:40:10 +0000 (04:40 -0400)
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

external/openglcts/modules/gl/gl4cMultiBindTests.cpp

index 6843bc5..945843d 100644 (file)
@@ -3968,7 +3968,7 @@ tcu::TestNode::IterateResult DispatchBindImageTexturesTest::iterate()
        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 */