Update To 11.40.268.0
[platform/framework/web/crosswalk.git] / src / gpu / command_buffer / service / gles2_cmd_decoder_unittest_drawing.cc
index 3c5b72a..0bfefd4 100644 (file)
@@ -8,7 +8,6 @@
 #include "base/strings/string_number_conversions.h"
 #include "gpu/command_buffer/common/gles2_cmd_format.h"
 #include "gpu/command_buffer/common/gles2_cmd_utils.h"
-#include "gpu/command_buffer/common/id_allocator.h"
 #include "gpu/command_buffer/service/async_pixel_transfer_delegate_mock.h"
 #include "gpu/command_buffer/service/async_pixel_transfer_manager.h"
 #include "gpu/command_buffer/service/async_pixel_transfer_manager_mock.h"
@@ -58,7 +57,7 @@ class GLES2DecoderGeometryInstancingTest : public GLES2DecoderWithShaderTest {
  public:
   GLES2DecoderGeometryInstancingTest() : GLES2DecoderWithShaderTest() {}
 
-  virtual void SetUp() {
+  void SetUp() override {
     InitState init;
     init.extensions = "GL_ANGLE_instanced_arrays";
     init.gl_version = "opengl es 2.0";
@@ -315,7 +314,12 @@ TEST_P(GLES2DecoderRGBBackbufferTest, RGBBackbufferColorMaskFBO) {
   const GLsizei kWidth = 1;
   const GLsizei kHeight = 1;
   const GLenum kFormat = GL_RGB;
-  DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId);
+  // Use a different texture for framebuffer to avoid drawing feedback loops.
+  EXPECT_CALL(*gl_, GenTextures(_, _))
+      .WillOnce(SetArgumentPointee<1>(kNewServiceId))
+      .RetiresOnSaturation();
+  GenHelper<cmds::GenTexturesImmediate>(kNewClientId);
+  DoBindTexture(GL_TEXTURE_2D, kNewClientId, kNewServiceId);
   // Pass some data so the texture will be marked as cleared.
   DoTexImage2D(GL_TEXTURE_2D,
                0,
@@ -332,10 +336,11 @@ TEST_P(GLES2DecoderRGBBackbufferTest, RGBBackbufferColorMaskFBO) {
   DoFramebufferTexture2D(GL_FRAMEBUFFER,
                          GL_COLOR_ATTACHMENT0,
                          GL_TEXTURE_2D,
-                         client_texture_id_,
-                         kServiceTextureId,
+                         kNewClientId,
+                         kNewServiceId,
                          0,
                          GL_NO_ERROR);
+  DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId);
   EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER))
       .WillOnce(Return(GL_FRAMEBUFFER_COMPLETE))
       .RetiresOnSaturation();