Chromium Code Reviews| Index: gpu/command_buffer/service/program_manager_unittest.cc |
| diff --git a/gpu/command_buffer/service/program_manager_unittest.cc b/gpu/command_buffer/service/program_manager_unittest.cc |
| index 410f3ab4285c3cfe53e146943386be1697dc9ed7..c6749b98f7ec0c5b068d564b23db553db819e03b 100644 |
| --- a/gpu/command_buffer/service/program_manager_unittest.cc |
| +++ b/gpu/command_buffer/service/program_manager_unittest.cc |
| @@ -1377,13 +1377,17 @@ TEST_F(ProgramManagerWithCacheTest, CorrectCompileOnSourceChangeNoCompile) { |
| SetExpectationsForNoCompile(new_vertex_shader); |
| manager_.DoCompileShader(new_vertex_shader, NULL, NULL); |
| + EXPECT_EQ(ShaderManager::ShaderInfo::PENDING_DEFERRED_COMPILE, |
| + new_vertex_shader->compilation_status()); |
|
greggman
2012/07/23 22:13:03
style: indent
dmurph
2012/07/23 22:18:58
Done.
|
| new_vertex_shader->UpdateSource("different!"); |
| EXPECT_EQ(original_source, |
| *new_vertex_shader->deferred_compilation_source()); |
| - EXPECT_FALSE(new_vertex_shader->source_compiled()); |
| - EXPECT_FALSE(fragment_shader_->source_compiled()); |
| + EXPECT_EQ(ShaderManager::ShaderInfo::PENDING_DEFERRED_COMPILE, |
| + new_vertex_shader->compilation_status()); |
| + EXPECT_EQ(ShaderManager::ShaderInfo::PENDING_DEFERRED_COMPILE, |
| + fragment_shader_->compilation_status()); |
| SetExpectationsForNoCompile(fragment_shader_); |
| SetExpectationsForNotCachingProgram(program_info, |
| @@ -1435,8 +1439,10 @@ TEST_F(ProgramManagerWithCacheTest, CorrectCompileOnSourceChangeWithCompile) { |
| EXPECT_EQ(differentSource, |
| *new_vertex_shader->deferred_compilation_source()); |
| - EXPECT_TRUE(new_vertex_shader->source_compiled()); |
| - EXPECT_FALSE(fragment_shader_->source_compiled()); |
| + EXPECT_EQ(ShaderManager::ShaderInfo::COMPILED, |
| + new_vertex_shader->compilation_status()); |
| + EXPECT_EQ(ShaderManager::ShaderInfo::PENDING_DEFERRED_COMPILE, |
| + fragment_shader_->compilation_status()); |
| // so we don't recompile because we were pending originally |
| SetExpectationsForNoCompile(new_vertex_shader); |