public:
MockBufferQueue(scoped_refptr<cc::ContextProvider> context_provider,
unsigned int internalformat)
- : BufferQueue(context_provider, internalformat) {}
+ : BufferQueue(context_provider, internalformat, nullptr) {}
MOCK_METHOD4(CopyBufferDamage,
void(int, int, const gfx::Rect&, const gfx::Rect&));
};
public:
BufferQueueTest() : doublebuffering_(true), first_frame_(true) {}
- virtual void SetUp() OVERRIDE {
+ void SetUp() override {
scoped_refptr<cc::TestContextProvider> context_provider =
cc::TestContextProvider::Create(cc::TestWebGraphicsContext3D::Create());
context_provider->BindToCurrentThread();
- output_surface_.reset(new MockBufferQueue(context_provider, GL_RGBA8_OES));
+ output_surface_.reset(new MockBufferQueue(context_provider, GL_RGBA));
output_surface_->Initialize();
}
MOCK_METHOD2(bindFramebuffer, void(GLenum, GLuint));
MOCK_METHOD2(bindTexture, void(GLenum, GLuint));
MOCK_METHOD2(bindTexImage2DCHROMIUM, void(GLenum, GLint));
- MOCK_METHOD4(createImageCHROMIUM, GLuint(GLsizei, GLsizei, GLenum, GLenum));
+ MOCK_METHOD4(createGpuMemoryBufferImageCHROMIUM,
+ GLuint(GLsizei, GLsizei, GLenum, GLenum));
MOCK_METHOD1(destroyImageCHROMIUM, void(GLuint));
MOCK_METHOD5(framebufferTexture2D,
void(GLenum, GLenum, GLenum, GLuint, GLint));
scoped_ptr<cc::TestWebGraphicsContext3D>(*context));
context_provider->BindToCurrentThread();
scoped_ptr<BufferQueue> buffer_queue(
- new BufferQueue(context_provider, GL_RGBA8_OES));
+ new BufferQueue(context_provider, GL_RGBA, nullptr));
buffer_queue->Initialize();
return buffer_queue.Pass();
}
EXPECT_CALL(*context, bindTexture(GL_TEXTURE_2D, Ne(0U)));
EXPECT_CALL(*context, destroyImageCHROMIUM(1));
Expectation image =
- EXPECT_CALL(
- *context,
- createImageCHROMIUM(0, 0, GL_RGBA8_OES, GL_IMAGE_SCANOUT_CHROMIUM))
- .WillOnce(Return(1));
+ EXPECT_CALL(*context,
+ createGpuMemoryBufferImageCHROMIUM(
+ 0, 0, GL_RGBA, GL_SCANOUT_CHROMIUM)).WillOnce(Return(1));
Expectation fb =
EXPECT_CALL(*context, bindFramebuffer(GL_FRAMEBUFFER, Ne(0U)));
Expectation tex = EXPECT_CALL(*context, bindTexture(GL_TEXTURE_2D, Ne(0U)));