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

Issue 18492005: Add GL_EXT_multisampled_render_to_texture support to command buffer. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: some cleanup Created 7 years, 5 months ago
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Index: gpu/command_buffer/service/framebuffer_manager_unittest.cc
diff --git a/gpu/command_buffer/service/framebuffer_manager_unittest.cc b/gpu/command_buffer/service/framebuffer_manager_unittest.cc
index 8f9fcbbdb21c6da759cef3485521ec88aeaefd33..a2c8aebcc468bcf6a0eb9efcd0331096995768f4 100644
--- a/gpu/command_buffer/service/framebuffer_manager_unittest.cc
+++ b/gpu/command_buffer/service/framebuffer_manager_unittest.cc
@@ -435,7 +435,7 @@ TEST_F(FramebufferInfoTest, AttachTexture) {
// check adding one attachment
framebuffer_->AttachTexture(
- GL_COLOR_ATTACHMENT0, texture1.get(), kTarget1, kLevel1);
+ GL_COLOR_ATTACHMENT0, texture1.get(), kTarget1, kLevel1, kSamples1);
EXPECT_FALSE(framebuffer_->HasUnclearedAttachment(GL_COLOR_ATTACHMENT0));
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT),
framebuffer_->IsPossiblyComplete());
@@ -518,7 +518,7 @@ TEST_F(FramebufferInfoTest, AttachTexture) {
true);
framebuffer_->AttachTexture(
- GL_COLOR_ATTACHMENT0, texture2.get(), kTarget2, kLevel2);
+ GL_COLOR_ATTACHMENT0, texture2.get(), kTarget2, kLevel2, kSamples2);
EXPECT_EQ(static_cast<GLenum>(kFormat2),
framebuffer_->GetColorAttachmentFormat());
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
@@ -574,7 +574,7 @@ TEST_F(FramebufferInfoTest, AttachTexture) {
framebuffer_->IsPossiblyComplete());
// Check removing it.
- framebuffer_->AttachTexture(GL_COLOR_ATTACHMENT0, NULL, 0, 0);
+ framebuffer_->AttachTexture(GL_COLOR_ATTACHMENT0, NULL, 0, 0, 0);
EXPECT_TRUE(framebuffer_->GetAttachment(GL_COLOR_ATTACHMENT0) == NULL);
EXPECT_EQ(static_cast<GLenum>(0), framebuffer_->GetColorAttachmentFormat());
@@ -625,6 +625,7 @@ TEST_F(FramebufferInfoTest, UnbindTexture) {
const GLuint kTextureService2Id = 334;
const GLenum kTarget1 = GL_TEXTURE_2D;
const GLint kLevel1 = 0;
+ const GLint kSamples1 = 0;
texture_manager_.CreateTexture(kTextureClient1Id, kTextureService1Id);
scoped_refptr<TextureRef> texture1(
@@ -637,9 +638,9 @@ TEST_F(FramebufferInfoTest, UnbindTexture) {
// Attach to 2 attachment points.
framebuffer_->AttachTexture(
- GL_COLOR_ATTACHMENT0, texture1.get(), kTarget1, kLevel1);
+ GL_COLOR_ATTACHMENT0, texture1.get(), kTarget1, kLevel1, kSamples1);
framebuffer_->AttachTexture(
- GL_DEPTH_ATTACHMENT, texture1.get(), kTarget1, kLevel1);
+ GL_DEPTH_ATTACHMENT, texture1.get(), kTarget1, kLevel1, kSamples1);
// Check they were attached.
EXPECT_TRUE(framebuffer_->GetAttachment(GL_COLOR_ATTACHMENT0) != NULL);
EXPECT_TRUE(framebuffer_->GetAttachment(GL_DEPTH_ATTACHMENT) != NULL);
@@ -662,6 +663,7 @@ TEST_F(FramebufferInfoTest, IsCompleteMarkAsComplete) {
const GLuint kTextureService2Id = 334;
const GLenum kTarget1 = GL_TEXTURE_2D;
const GLint kLevel1 = 0;
+ const GLint kSamples1 = 0;
renderbuffer_manager_.CreateRenderbuffer(
kRenderbufferClient1Id, kRenderbufferService1Id);
@@ -679,7 +681,7 @@ TEST_F(FramebufferInfoTest, IsCompleteMarkAsComplete) {
// Check at attaching marks as not complete.
framebuffer_->AttachTexture(
- GL_COLOR_ATTACHMENT0, texture2.get(), kTarget1, kLevel1);
+ GL_COLOR_ATTACHMENT0, texture2.get(), kTarget1, kLevel1, kSamples1);
EXPECT_FALSE(manager_.IsComplete(framebuffer_));
manager_.MarkAsComplete(framebuffer_);
EXPECT_TRUE(manager_.IsComplete(framebuffer_));
@@ -707,6 +709,7 @@ TEST_F(FramebufferInfoTest, GetStatus) {
const GLuint kTextureService2Id = 334;
const GLenum kTarget1 = GL_TEXTURE_2D;
const GLint kLevel1 = 0;
+ const GLint kSamples1 = 0;
renderbuffer_manager_.CreateRenderbuffer(
kRenderbufferClient1Id, kRenderbufferService1Id);
@@ -734,7 +737,7 @@ TEST_F(FramebufferInfoTest, GetStatus) {
// Check changing the attachments calls CheckFramebufferStatus.
framebuffer_->AttachTexture(
- GL_COLOR_ATTACHMENT0, texture2.get(), kTarget1, kLevel1);
+ GL_COLOR_ATTACHMENT0, texture2.get(), kTarget1, kLevel1, kSamples1);
EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER))
.WillOnce(Return(GL_FRAMEBUFFER_COMPLETE)).RetiresOnSaturation();
framebuffer_->GetStatus(&texture_manager_, GL_FRAMEBUFFER);

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