Index: gpu/command_buffer/service/gles2_cmd_decoder_unittest_1.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_1.cc b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_1.cc |
index 5a52f8ab602643720c7ea7e644d94aa60ebf4fe6..19ea2bc8f9be276e35830587b0e553b07329eb9e 100644 |
--- a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_1.cc |
+++ b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_1.cc |
@@ -54,8 +54,16 @@ void GLES2DecoderTestBase::SpecializedSetup<GenerateMipmap, 0>( |
template <> |
void GLES2DecoderTestBase::SpecializedSetup<CheckFramebufferStatus, 0>( |
bool /* valid */) { |
+ // Give it a valid framebuffer. |
+ DoBindRenderbuffer(GL_RENDERBUFFER, client_renderbuffer_id_, |
+ kServiceRenderbufferId); |
DoBindFramebuffer(GL_FRAMEBUFFER, client_framebuffer_id_, |
kServiceFramebufferId); |
+ DoRenderbufferStorage( |
+ GL_RENDERBUFFER, GL_RGBA4, GL_RGBA, 1, 1, GL_NO_ERROR); |
+ DoFramebufferRenderbuffer( |
+ GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, |
+ client_renderbuffer_id_, kServiceRenderbufferId, GL_NO_ERROR); |
}; |
template <> |
@@ -91,7 +99,7 @@ void GLES2DecoderTestBase::SpecializedSetup<CopyTexSubImage2D, 0>(bool valid) { |
DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId); |
DoTexImage2D( |
GL_TEXTURE_2D, 2, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
- 0, 0); |
+ kSharedMemoryId, kSharedMemoryOffset); |
} |
}; |
@@ -116,13 +124,6 @@ void GLES2DecoderTestBase::SpecializedSetup<FramebufferRenderbuffer, 0>( |
if (valid) { |
EXPECT_CALL(*gl_, GetError()) |
.WillOnce(Return(GL_NO_ERROR)) |
- .RetiresOnSaturation(); |
- // Return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT so the code |
- // doesn't try to clear the buffer. That is tested else where. |
- EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER)) |
- .WillOnce(Return(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)) |
- .RetiresOnSaturation(); |
- EXPECT_CALL(*gl_, GetError()) |
.WillOnce(Return(GL_NO_ERROR)) |
.RetiresOnSaturation(); |
} |
@@ -136,13 +137,6 @@ void GLES2DecoderTestBase::SpecializedSetup<FramebufferTexture2D, 0>( |
if (valid) { |
EXPECT_CALL(*gl_, GetError()) |
.WillOnce(Return(GL_NO_ERROR)) |
- .RetiresOnSaturation(); |
- // Return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT so the code |
- // doesn't try to clear the buffer. That is tested else where. |
- EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER)) |
- .WillOnce(Return(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT)) |
- .RetiresOnSaturation(); |
- EXPECT_CALL(*gl_, GetError()) |
.WillOnce(Return(GL_NO_ERROR)) |
.RetiresOnSaturation(); |
} |