diff --git a/drape/drape_tests/batcher_tests.cpp b/drape/drape_tests/batcher_tests.cpp index 9805156d20..bf488235fb 100644 --- a/drape/drape_tests/batcher_tests.cpp +++ b/drape/drape_tests/batcher_tests.cpp @@ -109,12 +109,17 @@ public: EXPECTGL(glBindBuffer(m_dataBufferID, gl_const::GLArrayBuffer)); EXPECTGL(glBufferSubData(gl_const::GLArrayBuffer, vertxeCount * sizeof(float), _, 0)) .WillOnce(Invoke(&vertexCmp, &MemoryComparer::cmpSubBuffer)); + + EXPECTGL(glBindBuffer(0, gl_const::GLElementArrayBuffer)); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); } void ExpectBufferDeletion() { InSequence seq; + EXPECTGL(glBindBuffer(0, gl_const::GLElementArrayBuffer)); EXPECTGL(glDeleteBuffer(m_indexBufferID)); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); EXPECTGL(glDeleteBuffer(m_dataBufferID)); } @@ -284,13 +289,18 @@ namespace EXPECTGL(glBindBuffer(currentNode.m_vertexBufferID, gl_const::GLArrayBuffer)); EXPECTGL(glBufferSubData(gl_const::GLArrayBuffer, currentNode.m_vertexByteCount, _, 0)) .WillOnce(Invoke(vertexComparer, &MemoryComparer::cmpSubBuffer)); + + EXPECTGL(glBindBuffer(0, gl_const::GLElementArrayBuffer)); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); } void CloseExpection() { for (size_t i = 0; i < m_nodes.size(); ++i) { + EXPECTGL(glBindBuffer(0, gl_const::GLElementArrayBuffer)); EXPECTGL(glDeleteBuffer(m_nodes[i].m_indexBufferID)); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); EXPECTGL(glDeleteBuffer(m_nodes[i].m_vertexBufferID)); } } diff --git a/drape/drape_tests/buffer_tests.cpp b/drape/drape_tests/buffer_tests.cpp index 21f2788eec..1ddceb93b0 100644 --- a/drape/drape_tests/buffer_tests.cpp +++ b/drape/drape_tests/buffer_tests.cpp @@ -20,6 +20,7 @@ UNIT_TEST(CreateDestroyDataBufferTest) EXPECTGL(glGenBuffer()).WillOnce(Return(1)); EXPECTGL(glBindBuffer(1, gl_const::GLArrayBuffer)); EXPECTGL(glBufferData(gl_const::GLArrayBuffer, 3 * 100 * sizeof(float), NULL, gl_const::GLStaticDraw)); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); EXPECTGL(glDeleteBuffer(1)); GPUBuffer * buffer = new DataBuffer(3 * sizeof(float), 100); @@ -32,6 +33,7 @@ UNIT_TEST(CreateDestroyIndexBufferTest) EXPECTGL(glGenBuffer()).WillOnce(Return(1)); EXPECTGL(glBindBuffer(1, gl_const::GLElementArrayBuffer)); EXPECTGL(glBufferData(gl_const::GLElementArrayBuffer, 100 * sizeof(uint16_t), NULL, gl_const::GLStaticDraw)); + EXPECTGL(glBindBuffer(0, gl_const::GLElementArrayBuffer)); EXPECTGL(glDeleteBuffer(1)); GPUBuffer * buffer = new IndexBuffer(100); @@ -50,6 +52,7 @@ UNIT_TEST(UploadDataTest) EXPECTGL(glBufferData(gl_const::GLArrayBuffer, 3 * 100 * sizeof(float), NULL, gl_const::GLStaticDraw)); EXPECTGL(glBindBuffer(1, gl_const::GLArrayBuffer)); EXPECTGL(glBufferSubData(gl_const::GLArrayBuffer, 3 * 100 * sizeof(float), data, 0)); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); EXPECTGL(glDeleteBuffer(1)); GPUBuffer * buffer = new GPUBuffer(GPUBuffer::ElementBuffer, 3 * sizeof(float), 100); @@ -75,6 +78,7 @@ UNIT_TEST(ParticalUploadDataTest) EXPECTGL(glBufferSubData(gl_const::GLArrayBuffer, 3 * 30 * sizeof(float), part1Data, 0)); EXPECTGL(glBindBuffer(1, gl_const::GLArrayBuffer)); EXPECTGL(glBufferSubData(gl_const::GLArrayBuffer, 3 * 70 * sizeof(float), part2Data, 3 * 30 * sizeof(float))); + EXPECTGL(glBindBuffer(0, gl_const::GLArrayBuffer)); EXPECTGL(glDeleteBuffer(1)); GPUBuffer * buffer = new GPUBuffer(GPUBuffer::ElementBuffer, 3 * sizeof(float), 100); diff --git a/drape/drape_tests/uniform_value_tests.cpp b/drape/drape_tests/uniform_value_tests.cpp index 32fdf92738..3f91e5e034 100644 --- a/drape/drape_tests/uniform_value_tests.cpp +++ b/drape/drape_tests/uniform_value_tests.cpp @@ -105,10 +105,12 @@ UNIT_TEST(UniformValueTest) InSequence seq; // vertexShader->Ref() EXPECTGL(glCreateShader(gl_const::GLVertexShader)).WillOnce(Return(VertexShaderID)); + //EXPECTGL(glGetInteger(gl_const::GLMaxFragmentTextures)).WillOnce(Return(8)); EXPECTGL(glShaderSource(VertexShaderID, _)).Times(1); EXPECTGL(glCompileShader(VertexShaderID, _)).WillOnce(Return(true)); // fragmentShader->Ref() EXPECTGL(glCreateShader(gl_const::GLFragmentShader)).WillOnce(Return(FragmentShaderID)); + EXPECTGL(glGetInteger(gl_const::GLMaxFragmentTextures)).WillOnce(Return(8)); EXPECTGL(glShaderSource(FragmentShaderID, _)).Times(1); EXPECTGL(glCompileShader(FragmentShaderID, _)).WillOnce(Return(true));