Index: gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc |
diff --git a/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc b/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc |
index c73cc3dc85f207e006ee53654423b78e04d60d93..745ceb9bb8781367247be3876ad85dcd5264ba0a 100644 |
--- a/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc |
+++ b/gpu/command_buffer/tests/gl_gpu_memory_buffer_unittest.cc |
@@ -17,6 +17,7 @@ |
#include "gpu/command_buffer/tests/gl_test_utils.h" |
#include "testing/gmock/include/gmock/gmock.h" |
#include "testing/gtest/include/gtest/gtest.h" |
+#include "ui/gfx/gpu_memory_buffer.h" |
#include "ui/gl/gl_image.h" |
using testing::_; |
@@ -73,14 +74,11 @@ class GpuMemoryBufferTest : public testing::Test { |
TEST_F(GpuMemoryBufferTest, Lifecycle) { |
uint8 pixels[1 * 4] = { 255u, 0u, 0u, 255u }; |
- // Create the image. This should add the image ID to the ImageManager. |
- GLuint image_id = glCreateImageCHROMIUM( |
- kImageWidth, kImageHeight, GL_RGBA8_OES, GL_IMAGE_MAP_CHROMIUM); |
- EXPECT_NE(0u, image_id); |
- EXPECT_TRUE(gl_.decoder()->GetImageManager()->LookupImage(image_id) != NULL); |
+ scoped_ptr<gfx::GpuMemoryBuffer> buffer(gl_.CreateGpuMemoryBuffer( |
+ gfx::Size(kImageWidth, kImageHeight), gfx::GpuMemoryBuffer::RGBA_8888)); |
- // Map image for writing. |
- uint8* mapped_buffer = static_cast<uint8*>(glMapImageCHROMIUM(image_id)); |
+ // Map buffer for writing. |
+ uint8* mapped_buffer = static_cast<uint8*>(buffer->Map()); |
ASSERT_TRUE(mapped_buffer != NULL); |
// Assign a value to each pixel. |
@@ -94,8 +92,14 @@ TEST_F(GpuMemoryBufferTest, Lifecycle) { |
} |
} |
- // Unmap the image. |
- glUnmapImageCHROMIUM(image_id); |
+ // Unmap the buffer. |
+ buffer->Unmap(); |
+ |
+ // Create the image. This should add the image ID to the ImageManager. |
+ GLuint image_id = glCreateImageCHROMIUM( |
+ buffer->AsClientBuffer(), kImageWidth, kImageHeight, GL_RGBA); |
+ EXPECT_NE(0u, image_id); |
+ EXPECT_TRUE(gl_.decoder()->GetImageManager()->LookupImage(image_id) != NULL); |
// Bind the texture and the image. |
glBindTexture(GL_TEXTURE_2D, texture_ids_[0]); |