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/+/1617778
Reviewed-by: Kimmo Kinnunen FI <kkinnunen@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
index e747bf8..8fb54f3 100644
--- a/src/tests/gl_tests/TextureTest.cpp
+++ b/src/tests/gl_tests/TextureTest.cpp
@@ -1173,7 +1173,7 @@
"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 @@
// 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();