#include <cstring>
using namespace glw;
-using namespace deqp::RobustBufferAccessBehavior;
+using namespace glcts::RobustBufferAccessBehavior;
namespace glcts
{
bool test_result = true;
/* Iterate over all cases */
- Program program(*context);
+ Program program(gl);
/* Compute Shader */
bool glslES320 = contextSupports(renderContext.getType(), glu::ApiType::es(3, 2));
const Functions& gl = context->getRenderContext().getFunctions();
/* Test case objects */
- Program program(*context);
- Texture texture(*context);
- Buffer elements_buffer(*context);
- Buffer vertices_buffer(*context);
- VertexArray vao(*context);
+ Program program(gl);
+ Texture texture(gl);
+ Buffer elements_buffer(gl);
+ Buffer vertices_buffer(gl);
+ VertexArray vao(gl);
/* Vertex array initialization */
VertexArray::Generate(gl, vao.m_id);