// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ObjectAllocationTest // Tests for object allocations and lifetimes. // #include "test_utils/ANGLETest.h" usingnamespaceangle; namespace { class ObjectAllocationTest : public ANGLETest<> { … }; class ObjectAllocationTestES3 : public ObjectAllocationTest { … }; // Test that we don't re-allocate a bound framebuffer ID. TEST_P(ObjectAllocationTestES3, BindFramebufferBeforeGen) { … } // Test that we don't re-allocate a bound framebuffer ID, other pattern. TEST_P(ObjectAllocationTestES3, BindFramebufferAfterGen) { … } // Test that we don't re-allocate a bound framebuffer ID. TEST_P(ObjectAllocationTest, BindRenderbuffer) { … } // Renderbuffers can be created on the fly by calling glBindRenderbuffer, // so// check that the call doesn't fail that the renderbuffer is also deleted TEST_P(ObjectAllocationTest, BindRenderbufferBeforeGenAndDelete) { … } // Buffers can be created on the fly by calling glBindBuffer, so // check that the call doesn't fail that the buffer is also deleted TEST_P(ObjectAllocationTest, BindBufferBeforeGenAndDelete) { … } // Textures can be created on the fly by calling glBindTexture, so // check that the call doesn't fail that the texture is also deleted TEST_P(ObjectAllocationTest, BindTextureBeforeGenAndDelete) { … } } // anonymous namespace GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(…); ANGLE_INSTANTIATE_TEST_ES2(…); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(…); ANGLE_INSTANTIATE_TEST_ES3(…);