[core] fix pedantic warning messages

This commit is contained in:
Konstantin Käfer
2016-06-03 18:05:04 +02:00
parent 9b6c2e6940
commit 2bdecdf9f9
41 changed files with 196 additions and 288 deletions

View File

@@ -15,7 +15,7 @@ namespace {
static bool getFlag = false;
static bool setFlag = false;
}; // namespace
} // namespace
struct MockGLObject {
using Type = bool;
@@ -74,35 +74,35 @@ TEST(GLObject, Store) {
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueProgram program = store.createProgram();
EXPECT_NE(program.get(), 0);
EXPECT_NE(program.get(), 0u);
program.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueShader shader = store.createShader(GL_VERTEX_SHADER);
EXPECT_NE(shader.get(), 0);
EXPECT_NE(shader.get(), 0u);
shader.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueBuffer buffer = store.createBuffer();
EXPECT_NE(buffer.get(), 0);
EXPECT_NE(buffer.get(), 0u);
buffer.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueTexture texture = store.createTexture();
EXPECT_NE(texture.get(), 0);
EXPECT_NE(texture.get(), 0u);
texture.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
EXPECT_TRUE(store.empty());
mbgl::gl::UniqueVAO vao = store.createVAO();
EXPECT_NE(vao.get(), 0);
EXPECT_NE(vao.get(), 0u);
vao.reset();
EXPECT_FALSE(store.empty());
store.performCleanup();
@@ -110,7 +110,7 @@ TEST(GLObject, Store) {
mbgl::gl::UniqueTexturePool texturePool = store.createTexturePool();
for (auto& id : texturePool.get()) {
EXPECT_NE(id, 0);
EXPECT_NE(id, 0u);
}
EXPECT_TRUE(texturePool.get().size() == size_t(mbgl::gl::TextureMax));
texturePool.reset();
@@ -150,7 +150,7 @@ TEST(GLObject, TexturePool) {
// Trigger a new texture pool creation.
{
mbgl::gl::PooledTexture id = pool.acquireTexture(store);
EXPECT_EQ(id, mbgl::gl::TextureMax + 1);
EXPECT_EQ(id, GLuint(mbgl::gl::TextureMax + 1));
EXPECT_TRUE(store.empty());
id.reset();
@@ -164,7 +164,7 @@ TEST(GLObject, TexturePool) {
// First pool is still full, thus creating a new pool.
mbgl::gl::PooledTexture id1 = pool.acquireTexture(store);
EXPECT_GT(id1.get(), mbgl::gl::TextureMax);
EXPECT_GT(id1.get(), GLuint(mbgl::gl::TextureMax));
EXPECT_TRUE(store.empty());
// Release all textures from the first pool.