diff --git a/src/Magnum/DebugTools/Test/TextureImageGLTest.cpp b/src/Magnum/DebugTools/Test/TextureImageGLTest.cpp index 87bb9bf3c..dde52282c 100644 --- a/src/Magnum/DebugTools/Test/TextureImageGLTest.cpp +++ b/src/Magnum/DebugTools/Test/TextureImageGLTest.cpp @@ -225,8 +225,10 @@ constexpr Float Data2DFloat[] = { 1.0f, void TextureImageGLTest::subImage2DFloat() { GL::Texture2D texture; texture - /* if I don't set this, SwiftShader will return all zeros */ + /* If I don't set min filter, SwiftShader will return all zeros. ARM + Mali G71 (on Huawei P10) needs the mag filter as well. */ .setMinificationFilter(GL::SamplerFilter::Nearest) + .setMagnificationFilter(GL::SamplerFilter::Nearest) .setStorage(1, GL::TextureFormat::R32F, Vector2i{2}) .setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::Float, Vector2i{2}, Data2DFloat}); @@ -244,8 +246,10 @@ void TextureImageGLTest::subImage2DFloat() { void TextureImageGLTest::subImage2DFloatGeneric() { GL::Texture2D texture; texture - /* if I don't set this, SwiftShader will return all zeros */ + /* If I don't set min filter, SwiftShader will return all zeros. ARM + Mali G71 (on Huawei P10) needs the mag filter as well. */ .setMinificationFilter(GL::SamplerFilter::Nearest) + .setMagnificationFilter(GL::SamplerFilter::Nearest) .setStorage(1, GL::TextureFormat::R32F, Vector2i{2}) .setSubImage(0, {}, ImageView2D{GL::PixelFormat::Red, GL::PixelType::Float, Vector2i{2}, Data2DFloat});