Commit 8224a58b by Anders Leino Committed by Commit Bot

Normalize fragment color in Texture2DIntegerTestES3

The sampler returns colors with components in the range 0-255. Bug: chromium:963595 Change-Id: I7030ab9da6e0803e3aaf8aef4691ce7276636b10 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1617778Reviewed-by: 's avatarKimmo Kinnunen FI <kkinnunen@nvidia.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 5093ba67
......@@ -1173,7 +1173,7 @@ class Texture2DIntegerTestES3 : public Texture2DTest
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texture(tex, texcoord));\n"
" fragColor = vec4(texture(tex, texcoord))/255.0;\n"
"}\n";
}
};
......@@ -4551,9 +4551,6 @@ TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
// texture is output.
TEST_P(Texture2DIntegerTestES3, IntegerTextureNonZeroBaseLevel)
{
// Flaky on Windows OpenGL drivers. http://crbug.com/963595
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsWindows());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
int width = getWindowWidth();
......
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