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-rw-r--r--test/gl/object.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/test/gl/object.cpp b/test/gl/object.cpp
index f2b21ec9f4..a9fd038e61 100644
--- a/test/gl/object.cpp
+++ b/test/gl/object.cpp
@@ -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.