diff options
Diffstat (limited to 'test')
-rw-r--r-- | test/gl/object.cpp | 2 | ||||
-rw-r--r-- | test/util/offscreen_texture.cpp | 18 |
2 files changed, 10 insertions, 10 deletions
diff --git a/test/gl/object.cpp b/test/gl/object.cpp index 68cd2ddead..c70f3ad489 100644 --- a/test/gl/object.cpp +++ b/test/gl/object.cpp @@ -4,7 +4,7 @@ #include <mbgl/platform/default/headless_view.hpp> #include <mbgl/gl/gl.hpp> -#include <mbgl/gl/gl_config.hpp> +#include <mbgl/gl/context.hpp> #include <mbgl/gl/object_store.hpp> #include <memory> diff --git a/test/util/offscreen_texture.cpp b/test/util/offscreen_texture.cpp index b4d98078b3..64b7608906 100644 --- a/test/util/offscreen_texture.cpp +++ b/test/util/offscreen_texture.cpp @@ -1,6 +1,6 @@ #include <mbgl/test/util.hpp> -#include <mbgl/gl/gl_config.hpp> +#include <mbgl/gl/context.hpp> #include <mbgl/platform/default/headless_view.hpp> #include <mbgl/util/offscreen_texture.hpp> @@ -67,7 +67,7 @@ struct Buffer { TEST(OffscreenTexture, RenderToTexture) { HeadlessView view(1.0f, 512, 256); view.activate(); - gl::Config config; + gl::Context context; gl::ObjectStore store; @@ -108,18 +108,18 @@ void main() { // Make sure the texture gets destructed before we call store.reset(); { // First, draw red to the bound FBO. - config.clearColor = { 1, 0, 0, 1 }; + context.clearColor = { 1, 0, 0, 1 }; MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT)); // Then, create a texture, bind it, and render yellow to that texture. This should not // affect the originally bound FBO. OffscreenTexture texture; - texture.bind(store, config, {{ 128, 128 }}); + texture.bind(store, context, {{ 128, 128 }}); - config.clearColor = { 0, 0, 0, 0 }; + context.clearColor = { 0, 0, 0, 0 }; MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT)); - config.program = paintShader.program; + context.program = paintShader.program; MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos)); MBGL_CHECK_ERROR( @@ -130,14 +130,14 @@ void main() { test::checkImage("test/fixtures/offscreen_texture/render-to-texture", image, 0, 0); // Now reset the FBO back to normal and retrieve the original (restored) framebuffer. - config.resetState(); + context.resetState(); image = view.readStillImage(); test::checkImage("test/fixtures/offscreen_texture/render-to-fbo", image, 0, 0); // Now, composite the Framebuffer texture we've rendered to onto the main FBO. - config.program = compositeShader.program; - texture.getTexture().bind(store, config, 0, Raster::Scaling::Linear); + context.program = compositeShader.program; + texture.getTexture().bind(store, context, 0, Raster::Scaling::Linear); MBGL_CHECK_ERROR(glUniform1i(u_texture, 0)); MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos)); |