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authorRoland Scheidegger <sroland@vmware.com>2013-01-23 17:08:54 -0800
committerCarl Worth <cworth@cworth.org>2013-01-23 17:35:54 -0800
commitd622f32d916165d6a713f6122df824b205c11e47 (patch)
tree69172be8f96097bb450029aeb17901c473629dc2 /generated_tests
parent45133b96df16a042a505338afb8c70e5a2fe0598 (diff)
texture-integer-glsl130: fix random failures with wrong expected alpha values
The logic failed whenever the random number was 0 for formats which don't have an alpha channel. In this case all of expected/bias/value were 0 but the actual correct read back value is 1.0 (default value for alpha channel sampling for integer textures is 1 just like it is 1.0 for ordinary texture formats). Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Jose Fonseca <jfonseca@vmware.com> Edited-by: Carl Worth <cworth@cworth.org> Use integer literals, not floating-point to assign to integer array. Add a comment describing the tweak of values for texture formats without some channels.
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