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//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ObjectAllocationTest
// Tests for object allocations and lifetimes.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class ObjectAllocationTest : public ANGLETest
{
protected:
ObjectAllocationTest() {}
};
// Test that we don't re-allocate a bound framebuffer ID.
TEST_P(ObjectAllocationTest, BindFramebufferBeforeGen)
{
glBindFramebuffer(GL_FRAMEBUFFER, 1);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
EXPECT_NE(1u, fbo);
glDeleteFramebuffers(1, &fbo);
EXPECT_GL_NO_ERROR();
}
// Test that we don't re-allocate a bound framebuffer ID, other pattern.
TEST_P(ObjectAllocationTest, BindFramebufferAfterGen)
{
GLuint firstFBO = 0;
glGenFramebuffers(1, &firstFBO);
glBindFramebuffer(GL_FRAMEBUFFER, 1);
glDeleteFramebuffers(1, &firstFBO);
glBindFramebuffer(GL_FRAMEBUFFER, 2);
GLuint secondFBOs[2] = {0};
glGenFramebuffers(2, secondFBOs);
EXPECT_NE(2u, secondFBOs[0]);
EXPECT_NE(2u, secondFBOs[1]);
glDeleteFramebuffers(2, secondFBOs);
EXPECT_GL_NO_ERROR();
}
} // anonymous namespace
ANGLE_INSTANTIATE_TEST(ObjectAllocationTest, ES3_OPENGL(), ES3_D3D11());
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