Index: ui/gl/test/gl_image_test_template.h |
diff --git a/ui/gl/test/gl_image_test_template.h b/ui/gl/test/gl_image_test_template.h |
index fc09d428bc7b0f5fbd79e0b866c06a068ed05ece..3a79a417002454b2a6837d09ed64676d5bc9f195 100644 |
--- a/ui/gl/test/gl_image_test_template.h |
+++ b/ui/gl/test/gl_image_test_template.h |
@@ -17,6 +17,7 @@ |
#include "ui/gfx/buffer_types.h" |
#include "ui/gl/gl_bindings.h" |
#include "ui/gl/gl_context.h" |
+#include "ui/gl/gl_helper.h" |
#include "ui/gl/gl_image.h" |
#include "ui/gl/gl_implementation.h" |
#include "ui/gl/gl_surface.h" |
@@ -89,7 +90,10 @@ TYPED_TEST_CASE_P(GLImageCopyTest); |
TYPED_TEST_P(GLImageCopyTest, CopyTexImage) { |
const Size image_size(256, 256); |
- const uint8_t image_color[] = {0xff, 0xff, 0, 0xff}; |
+ // This values are picked so that RGB -> YUV on the CPU converted |
reveman
2015/11/01 14:19:05
nit: "These values.."
Daniele Castagna
2015/11/01 21:55:31
Done.
|
+ // back to RGB on the GPU produces the original RGB values without |
+ // any error. |
+ const uint8_t image_color[] = {0x10, 0x20, 0, 0xff}; |
const uint8_t texture_color[] = {0, 0, 0xff, 0xff}; |
GLuint framebuffer = |
@@ -112,7 +116,7 @@ TYPED_TEST_P(GLImageCopyTest, CopyTexImage) { |
image_size.width(), image_size.height(), |
static_cast<int>(RowSizeForBufferFormat(image_size.width(), |
BufferFormat::RGBA_8888, 0)), |
- BufferFormat::RGBA_8888, texture_color, pixels.get()); |
+ 0, BufferFormat::RGBA_8888, texture_color, pixels.get()); |
// Note: This test assume that |image| can be used with GL_TEXTURE_2D but |
// that might not be the case for some GLImage implementations. |
glBindTexture(GL_TEXTURE_2D, texture); |
@@ -145,15 +149,14 @@ TYPED_TEST_P(GLImageCopyTest, CopyTexImage) { |
); |
// clang-format on |
- GLuint vertex_shader = |
- GLTestHelper::LoadShader(GL_VERTEX_SHADER, kVertexShader); |
+ GLuint vertex_shader = GLHelper::LoadShader(GL_VERTEX_SHADER, kVertexShader); |
bool is_gles = GetGLImplementation() == kGLImplementationEGLGLES2; |
- GLuint fragment_shader = GLTestHelper::LoadShader( |
+ GLuint fragment_shader = GLHelper::LoadShader( |
GL_FRAGMENT_SHADER, |
base::StringPrintf("%s%s", is_gles ? kShaderFloatPrecision : "", |
kFragmentShader) |
.c_str()); |
- GLuint program = GLTestHelper::SetupProgram(vertex_shader, fragment_shader); |
+ GLuint program = GLHelper::SetupProgram(vertex_shader, fragment_shader); |
EXPECT_NE(program, 0u); |
glUseProgram(program); |