Correct and revise OpenGL texture pooling (#2709)
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@@ -55,17 +55,22 @@ TEST(GLObject, Store) {
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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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gl::UniqueTexture texture = context.createUniqueTexture(
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{8, 8}, gfx::TexturePixelType::RGBA, gfx::TextureChannelDataType::UnsignedByte);
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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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EXPECT_FALSE(context.empty(false));
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EXPECT_FALSE(context.empty(true));
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context.performCleanup();
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EXPECT_FALSE(context.empty());
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EXPECT_TRUE(context.empty(false));
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EXPECT_FALSE(context.empty(true));
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context.reset();
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EXPECT_TRUE(context.empty());
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EXPECT_TRUE(context.empty(false));
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EXPECT_TRUE(context.empty(true));
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context.reset();
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EXPECT_TRUE(context.empty());
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EXPECT_TRUE(context.empty(false));
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EXPECT_TRUE(context.empty(true));
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}
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#endif
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