Fix fuzzer build VertexProcessor multiSampling state was eliminated. Change-Id: I0507c80faff9e00b36d26ea96e3bc3a8e837d574 Reviewed-on: https://swiftshader-review.googlesource.com/c/25569 Tested-by: Nicolas Capens <nicolascapens@google.com> Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/tests/fuzzers/VertexRoutineFuzzer.cpp b/tests/fuzzers/VertexRoutineFuzzer.cpp index 43423fc..d63e293 100644 --- a/tests/fuzzers/VertexRoutineFuzzer.cpp +++ b/tests/fuzzers/VertexRoutineFuzzer.cpp
@@ -98,7 +98,7 @@ std::unique_ptr<ScopedPoolAllocatorAndTLS> allocatorAndTLS(new ScopedPoolAllocatorAndTLS); std::unique_ptr<sw::VertexShader> shader(new sw::VertexShader); std::unique_ptr<FakeVS> fakeVS(new FakeVS(shader.get())); - + std::unique_ptr<TranslatorASM> glslCompiler(new TranslatorASM(fakeVS.get(), GL_VERTEX_SHADER)); // TODO(cwallez@google.com): have a function to init to default values somewhere @@ -141,7 +141,6 @@ state.preTransformed = (data[0] & 0x01) != 0; state.superSampling = (data[0] & 0x02) != 0; - state.multiSampling = (data[0] & 0x04) != 0; state.transformFeedbackQueryEnabled = (data[0] & 0x08) != 0; state.transformFeedbackEnabled = (data[0] & 0x10) != 0;