Use 1.0 for shadow texture expected result
authorJeannot Breton <jbreton@nvidia.com>
Thu, 25 May 2017 19:10:31 +0000 (14:10 -0500)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Mon, 29 May 2017 08:29:29 +0000 (04:29 -0400)
commit7b3a8c0719d8413a955bab74efe848458d3a1270
treea845e9ea7a52be679995391a9564deeaad328ac0
parentd8c19ffb310cea5af1e79419b62ab915989002d4
Use 1.0 for shadow texture expected result

Change the texture clamp test to use 1.0 as the expected value
for shadow texture.

It's now required to pass <format> to generateExpectedResult
Note that the path using compute shader is doing an imageLoad on
depth texture so is not using a depth compare

Affects:

KHR-GL45.sparse_texture_clamp_tests.*

Components: OpenGL

VK-GL-CTS issue: 444

Change-Id: I94c79abe1b9b932471d1d8abdb8819ee3d7cc947
external/openglcts/modules/gl/gl4cSparseTextureClampTests.cpp
external/openglcts/modules/gl/gl4cSparseTextureClampTests.hpp