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@ -801,7 +801,7 @@ void MeshGLTest::addVertexBufferFloat() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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96 |
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96 |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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85 |
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85 |
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@ -948,7 +948,7 @@ void MeshGLTest::addVertexBufferVectorN() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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0x60189c_rgbf |
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0x60189c_rgbf |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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0x551199_rgbf |
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0x551199_rgbf |
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@ -1033,7 +1033,7 @@ void MeshGLTest::addVertexBufferMatrixNxN() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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0x60189c_rgbf |
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0x60189c_rgbf |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on
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/* Using only RGBA4, supply less precision. This has to be done on
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the input because SwiftShader stores RGBA4 as RGBA8 internally, |
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the input because SwiftShader stores RGBA4 as RGBA8 internally, |
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thus preserving the full precision of the input. */ |
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thus preserving the full precision of the input. */ |
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0x551199_rgbf |
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0x551199_rgbf |
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@ -1521,7 +1521,7 @@ void MeshGLTest::addVertexBufferLessVectorComponents() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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0x60189c_rgbf |
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0x60189c_rgbf |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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0x551199_rgbf |
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0x551199_rgbf |
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@ -1567,7 +1567,7 @@ void MeshGLTest::addVertexBufferNormalized() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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0x209ce4_rgb |
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0x209ce4_rgb |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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0x1199dd_rgb |
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0x1199dd_rgb |
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@ -1733,7 +1733,7 @@ void MeshGLTest::addVertexBufferMultiple() { |
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Math::unpack<Float, UnsignedByte>(164), |
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Math::unpack<Float, UnsignedByte>(164), |
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Math::unpack<Float, UnsignedByte>(17), |
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Math::unpack<Float, UnsignedByte>(17), |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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Math::unpack<Float, UnsignedByte>(9), |
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Math::unpack<Float, UnsignedByte>(9), |
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@ -2248,7 +2248,7 @@ void MeshGLTest::unbindVAOWhenSettingIndexBufferData() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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92 |
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92 |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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85 |
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85 |
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@ -2303,7 +2303,7 @@ void MeshGLTest::unbindIndexBufferWhenBindingVao() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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92 |
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92 |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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85 |
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85 |
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@ -2365,7 +2365,7 @@ void MeshGLTest::resetIndexBufferBindingWhenBindingVao() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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92 |
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92 |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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85 |
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85 |
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@ -2423,7 +2423,7 @@ void MeshGLTest::unbindVAOBeforeEnteringExternalSection() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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92 |
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92 |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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85 |
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85 |
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@ -2474,7 +2474,7 @@ void MeshGLTest::bindScratchVaoWhenEnteringExternalSection() { |
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#ifndef MAGNUM_TARGET_GLES2 |
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#ifndef MAGNUM_TARGET_GLES2 |
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92 |
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92 |
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#else |
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#else |
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/* Using only RGBA4, supply less precision. This has to be one on the
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/* Using only RGBA4, supply less precision. This has to be done on the
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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input because SwiftShader stores RGBA4 as RGBA8 internally, thus |
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preserving the full precision of the input. */ |
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preserving the full precision of the input. */ |
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85 |
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85 |
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