| Index: cc/resources/resource_provider_unittest.cc
|
| diff --git a/cc/resources/resource_provider_unittest.cc b/cc/resources/resource_provider_unittest.cc
|
| index dc2b76d9bb992a0b9c3baddec1a85d93bb64dff1..6e1560a593a9040c547a7c9cec85eabb7c8cf7b1 100644
|
| --- a/cc/resources/resource_provider_unittest.cc
|
| +++ b/cc/resources/resource_provider_unittest.cc
|
| @@ -2591,7 +2591,7 @@ TEST_P(ResourceProviderTest, ManagedResource) {
|
| int texture_id = 1;
|
|
|
| // Check that the texture gets created with the right sampler settings.
|
| - ResourceId id = resource_provider->CreateManagedResource(
|
| + ResourceId id = resource_provider->CreateResourceWithTextureTarget(
|
| size, GL_TEXTURE_2D, ResourceProvider::TEXTURE_HINT_IMMUTABLE, format);
|
| EXPECT_CALL(*context, bindTexture(GL_TEXTURE_2D, texture_id));
|
| EXPECT_CALL(*context,
|
| @@ -2634,8 +2634,8 @@ TEST_P(ResourceProviderTest, TextureWrapMode) {
|
|
|
| for (int texture_id = 1; texture_id <= 2; ++texture_id) {
|
| // Check that the texture gets created with the right sampler settings.
|
| - ResourceId id = resource_provider->CreateGLTexture(
|
| - size, GL_TEXTURE_2D, ResourceProvider::TEXTURE_HINT_IMMUTABLE, format);
|
| + ResourceId id = resource_provider->CreateResource(
|
| + size, ResourceProvider::TEXTURE_HINT_IMMUTABLE, format);
|
| EXPECT_CALL(*context, bindTexture(GL_TEXTURE_2D, texture_id));
|
| EXPECT_CALL(*context,
|
| texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
| @@ -2684,8 +2684,8 @@ TEST_P(ResourceProviderTest, TextureHint) {
|
| };
|
| for (GLuint texture_id = 1; texture_id <= arraysize(hints); ++texture_id) {
|
| // Check that the texture gets created with the right sampler settings.
|
| - ResourceId id = resource_provider->CreateGLTexture(
|
| - size, GL_TEXTURE_2D, hints[texture_id - 1], format);
|
| + ResourceId id =
|
| + resource_provider->CreateResource(size, hints[texture_id - 1], format);
|
| EXPECT_CALL(*context, bindTexture(GL_TEXTURE_2D, texture_id));
|
| EXPECT_CALL(*context,
|
| texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
|