This makes sure that reads and writes of the volatile-qualified images
occur in the expected order. It's unclear whether the GLSL volatile
qualifier was intended to have the required memory ordering
implications as it does in C. I've bugged Khronos about it [1], but
because I haven't seen any
For GL 3.1, the minmax is 256, and for GL 2.1 it's only 16. We don't
put anything in the texture, so we can just use 16.
---
tests/spec/arb_texture_multisample/teximage-3d-multisample.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git
You don't get to specify depth cubes until 3.0 (GL_EXT_gpu_shader4
merge).
---
tests/texturing/getteximage-depth.c | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/tests/texturing/getteximage-depth.c
b/tests/texturing/getteximage-depth.c
index 97977138e9d2..2986962631c6