[general] moving ios and android project under ./platform folder
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65
test/gl/object.test.cpp
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65
test/gl/object.test.cpp
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#include <mbgl/test/util.hpp>
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#include <mbgl/gfx/backend_scope.hpp>
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#include <mbgl/gl/headless_backend.hpp>
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#include <mbgl/gl/context.hpp>
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#include <memory>
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using namespace mbgl;
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namespace {
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static bool getFlag = false;
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static bool setFlag = false;
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} // namespace
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struct MockGLObject {
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using Type = bool;
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static const Type Default;
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static Type Get() { getFlag = true; return true; }
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static void Set(const Type&) { setFlag = true; }
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};
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const bool MockGLObject::Default = false;
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TEST(GLObject, Value) {
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setFlag = false;
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auto object = std::make_unique<gl::State<MockGLObject>>();
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EXPECT_EQ(object->getCurrentValue(), false);
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EXPECT_TRUE(object->isDirty());
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EXPECT_FALSE(setFlag);
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*object = false;
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EXPECT_EQ(object->getCurrentValue(), false);
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EXPECT_FALSE(object->isDirty());
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EXPECT_TRUE(setFlag);
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setFlag = false;
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*object = true;
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EXPECT_EQ(object->getCurrentValue(), true);
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EXPECT_FALSE(object->isDirty());
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EXPECT_TRUE(setFlag);
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}
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TEST(GLObject, Store) {
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gl::HeadlessBackend backend { { 256, 256 } };
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gfx::BackendScope scope { backend };
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gl::Context context{ backend };
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EXPECT_TRUE(context.empty());
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gl::UniqueTexture texture = context.createUniqueTexture();
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EXPECT_NE(texture.get(), 0u);
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texture.reset();
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EXPECT_FALSE(context.empty());
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context.performCleanup();
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EXPECT_FALSE(context.empty());
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context.reset();
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EXPECT_TRUE(context.empty());
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context.reset();
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EXPECT_TRUE(context.empty());
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}
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