Use GLTexture in TextureTest for RAII goodness.
Change-Id: I2a9fd5ddeacb9f7947a8090748b2e1cbbabb4fe6
Bug: angleproject:7266
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3623862
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
index aae3d31..d84f2c4 100644
--- a/src/tests/gl_tests/TextureTest.cpp
+++ b/src/tests/gl_tests/TextureTest.cpp
@@ -299,9 +299,7 @@
GL_RGBA,
};
- GLuint textures[2];
-
- glGenTextures(2, textures);
+ GLTexture textures[2];
GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
@@ -368,7 +366,6 @@
}
glDeleteFramebuffers(1, &fbo);
- glDeleteTextures(2, textures);
ASSERT_GL_NO_ERROR();
}
@@ -2168,8 +2165,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2205,7 +2201,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
@@ -2241,8 +2236,7 @@
const size_t pixelCount = width * height;
const int componentCount = 3;
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2279,7 +2273,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
@@ -2409,8 +2402,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2453,7 +2445,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
@@ -2470,8 +2461,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2508,7 +2498,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 255, 255, 255);
@@ -2525,8 +2514,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2563,7 +2551,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
@@ -2580,8 +2567,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2618,7 +2604,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
@@ -2635,8 +2620,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2672,7 +2656,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
@@ -2694,8 +2677,7 @@
const int rowLength = getWindowWidth();
const int bufferSize = rowLength * height;
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -2728,7 +2710,6 @@
glUseProgram(mProgram);
glUniform1i(mTexture2DUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
- glDeleteTextures(1, &tex2D);
glDeleteBuffers(1, &pbo);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
@@ -3249,7 +3230,7 @@
{
const int npotTexSize = 5;
const int potTexSize = 4; // Should be less than npotTexSize
- GLuint tex2D;
+ GLTexture tex2D;
if (IsGLExtensionEnabled("GL_OES_texture_npot"))
{
@@ -3265,7 +3246,6 @@
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glActiveTexture(GL_TEXTURE0);
- glGenTextures(1, &tex2D);
glBindTexture(GL_TEXTURE_2D, tex2D);
const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
@@ -5811,8 +5791,7 @@
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_rgbx_internal_format"));
- GLuint texture2D;
- glGenTextures(1, &texture2D);
+ GLTexture texture2D;
glBindTexture(GL_TEXTURE_2D, texture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBX8_ANGLE, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glActiveTexture(GL_TEXTURE0);
@@ -6215,8 +6194,7 @@
int width = getWindowWidth();
int height = getWindowHeight();
- GLuint tex2D;
- glGenTextures(1, &tex2D);
+ GLTexture tex2D;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex2D);
@@ -6246,7 +6224,6 @@
std::array<Vector3, 6> quadVertices = ANGLETestBase::GetQuadVertices();
ppoDrawQuad(quadVertices, "position", 0.5f, 1.0f);
- glDeleteTextures(1, &tex2D);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
@@ -8477,8 +8454,7 @@
ASSERT_GL_NO_ERROR();
// try adding a color buffer.
- GLuint colorTex = 0;
- glGenTextures(1, &colorTex);
+ GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);