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-rw-r--r--test/api/custom_geometry_source.test.cpp1
-rw-r--r--test/api/custom_layer.test.cpp4
-rw-r--r--test/gl/context.test.cpp4
-rw-r--r--test/util/offscreen_texture.test.cpp4
4 files changed, 9 insertions, 4 deletions
diff --git a/test/api/custom_geometry_source.test.cpp b/test/api/custom_geometry_source.test.cpp
index 83d1543a0a..51d026e30d 100644
--- a/test/api/custom_geometry_source.test.cpp
+++ b/test/api/custom_geometry_source.test.cpp
@@ -1,6 +1,5 @@
#include <mbgl/test/util.hpp>
-#include <mbgl/gl/gl.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/util/shared_thread_pool.hpp>
#include <mbgl/storage/default_file_source.hpp>
diff --git a/test/api/custom_layer.test.cpp b/test/api/custom_layer.test.cpp
index a94cf122bf..c2a0797483 100644
--- a/test/api/custom_layer.test.cpp
+++ b/test/api/custom_layer.test.cpp
@@ -1,9 +1,10 @@
#include <mbgl/test/util.hpp>
-#include <mbgl/gl/gl.hpp>
+#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/util/default_thread_pool.hpp>
#include <mbgl/storage/default_file_source.hpp>
+#include <mbgl/gl/defines.hpp>
#include <mbgl/gl/headless_frontend.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
@@ -14,6 +15,7 @@
using namespace mbgl;
using namespace mbgl::style;
+using namespace mbgl::platform;
// Note that custom layers need to draw geometry with a z value of 1 to take advantage of
// depth-based fragment culling.
diff --git a/test/gl/context.test.cpp b/test/gl/context.test.cpp
index 3818544021..176257916f 100644
--- a/test/gl/context.test.cpp
+++ b/test/gl/context.test.cpp
@@ -1,10 +1,11 @@
#include <mbgl/test/util.hpp>
-#include <mbgl/gl/gl.hpp>
+#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/map/map.hpp>
#include <mbgl/util/default_thread_pool.hpp>
#include <mbgl/storage/default_file_source.hpp>
+#include <mbgl/gl/defines.hpp>
#include <mbgl/gl/headless_frontend.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
@@ -16,6 +17,7 @@
using namespace mbgl;
using namespace mbgl::style;
+using namespace mbgl::platform;
static const GLchar* vertexShaderSource = R"MBGL_SHADER(
#ifdef GL_ES
diff --git a/test/util/offscreen_texture.test.cpp b/test/util/offscreen_texture.test.cpp
index 09c940c4c3..83c0fab509 100644
--- a/test/util/offscreen_texture.test.cpp
+++ b/test/util/offscreen_texture.test.cpp
@@ -1,13 +1,15 @@
#include <mbgl/test/util.hpp>
-#include <mbgl/gl/gl.hpp>
+#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/gl/context.hpp>
+#include <mbgl/gl/defines.hpp>
#include <mbgl/gl/headless_backend.hpp>
#include <mbgl/renderer/backend_scope.hpp>
#include <mbgl/util/offscreen_texture.hpp>
using namespace mbgl;
+using namespace mbgl::platform;
TEST(OffscreenTexture, EmptyRed) {
HeadlessBackend backend({ 512, 256 });