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Fixed loading GL_RGB10_A2UI texture format
authorAlexis Hetu <sugoi@google.com>
Tue, 1 Aug 2017 20:49:17 +0000 (16:49 -0400)
committerAlexis Hétu <sugoi@google.com>
Tue, 1 Aug 2017 21:08:48 +0000 (21:08 +0000)
commit494e4b5f802b74a6b03773d4e74bfe0ec51a2340
tree0893867675310fd3ea4c96708dad0e593433f0d7
parent0180577265cdccc08038b0bdba96b40c68ea675e
Fixed loading GL_RGB10_A2UI texture format

The GL_RGB10_A2UI was being unpacked as a double sized version of
GL_UNSIGNED_SHORT_5_5_5_1, which it is not. The channels are not
stored in the same order for these 2 formats.

This fixes all "rgb10_a2ui" related test in:
dEQP-GLES3.functional.texture.format.sized.*
dEQP-GLES3.functional.texture.specification.*

Change-Id: I0d398d0537a440906e9ef3aeb01fe4e782f778b6
Reviewed-on: https://swiftshader-review.googlesource.com/11168
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
src/OpenGL/common/Image.cpp