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// Copyright (c) 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/shader_manager.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace gpu {
namespace gles2 {
class ShaderManagerTest : public testing::Test {
public:
ShaderManagerTest() {
}
protected:
virtual void SetUp() {
}
virtual void TearDown() {
}
ShaderManager manager_;
};
TEST_F(ShaderManagerTest, Basic) {
const GLuint kShader1Id = 1;
const std::string kShader1Source("hello world");
const GLuint kShader2Id = 2;
// Check we can create shader.
manager_.CreateShaderInfo(kShader1Id);
// Check shader got created.
ShaderManager::ShaderInfo* info1 = manager_.GetShaderInfo(kShader1Id);
ASSERT_TRUE(info1 != NULL);
// Check we and set its source.
info1->Update(kShader1Source);
EXPECT_STREQ(kShader1Source.c_str(), info1->source().c_str());
// Check we get nothing for a non-existent shader.
EXPECT_TRUE(manager_.GetShaderInfo(kShader2Id) == NULL);
// Check trying to a remove non-existent shaders does not crash.
manager_.RemoveShaderInfo(kShader2Id);
// Check we can't get the shader after we remove it.
manager_.RemoveShaderInfo(kShader1Id);
EXPECT_TRUE(manager_.GetShaderInfo(kShader1Id) == NULL);
}
} // namespace gles2
} // namespace gpu
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