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Unified Diff: gpu/command_buffer/service/program_manager_unittest.cc

Issue 10812002: Bug fixes for getTranslatedShader (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 8 years, 5 months ago
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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);

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