Index: cc/output/gl_renderer_unittest.cc |
diff --git a/cc/output/gl_renderer_unittest.cc b/cc/output/gl_renderer_unittest.cc |
index 537da0e26e9b770399531da42810e2cf5e9be57b..8ebcd4d1b3c2f89479b68200456c38bc8ea5ec4c 100644 |
--- a/cc/output/gl_renderer_unittest.cc |
+++ b/cc/output/gl_renderer_unittest.cc |
@@ -232,7 +232,7 @@ class GLRendererTest : public testing::Test { |
FakeRendererGL renderer_; |
}; |
-// Test GLRenderer discardBackbuffer functionality: |
+// Test GLRenderer DiscardBackbuffer functionality: |
// Suggest recreating framebuffer when one already exists. |
// Expected: it does nothing. |
TEST_F(GLRendererTest, SuggestBackbufferYesWhenItAlreadyExistsShouldDoNothing) { |
@@ -244,7 +244,7 @@ TEST_F(GLRendererTest, SuggestBackbufferYesWhenItAlreadyExistsShouldDoNothing) { |
EXPECT_EQ(1, context()->frame_count()); |
} |
-// Test GLRenderer discardBackbuffer functionality: |
+// Test GLRenderer DiscardBackbuffer functionality: |
// Suggest discarding framebuffer when one exists and the renderer is not |
// visible. |
// Expected: it is discarded and damage tracker is reset. |
@@ -256,7 +256,7 @@ TEST_F(GLRendererTest, |
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); |
} |
-// Test GLRenderer discardBackbuffer functionality: |
+// Test GLRenderer DiscardBackbuffer functionality: |
// Suggest discarding framebuffer when one exists and the renderer is visible. |
// Expected: the allocation is ignored. |
TEST_F(GLRendererTest, SuggestBackbufferNoDoNothingWhenVisible) { |
@@ -266,7 +266,7 @@ TEST_F(GLRendererTest, SuggestBackbufferNoDoNothingWhenVisible) { |
EXPECT_FALSE(renderer_.IsBackbufferDiscarded()); |
} |
-// Test GLRenderer discardBackbuffer functionality: |
+// Test GLRenderer DiscardBackbuffer functionality: |
// Suggest discarding framebuffer when one does not exist. |
// Expected: it does nothing. |
TEST_F(GLRendererTest, SuggestBackbufferNoWhenItDoesntExistShouldDoNothing) { |
@@ -280,7 +280,7 @@ TEST_F(GLRendererTest, SuggestBackbufferNoWhenItDoesntExistShouldDoNothing) { |
EXPECT_TRUE(renderer_.IsBackbufferDiscarded()); |
} |
-// Test GLRenderer discardBackbuffer functionality: |
+// Test GLRenderer DiscardBackbuffer functionality: |
// Begin drawing a frame while a framebuffer is discarded. |
// Expected: will recreate framebuffer. |
TEST_F(GLRendererTest, DiscardedBackbufferIsRecreatedForScopeDuration) { |
@@ -668,7 +668,7 @@ TEST(GLRendererTest2, VisibilityChangeIsLastCall) { |
bool last_call_was_set_visiblity = false; |
// Ensure that the call to setVisibilityCHROMIUM is the last call issue to the |
// GPU process, after glFlush is called, and after the RendererClient's |
- // enforceManagedMemoryPolicy is called. Plumb this tracking between both the |
+ // EnforceManagedMemoryPolicy is called. Plumb this tracking between both the |
// RenderClient and the Context by giving them both a pointer to a variable on |
// the stack. |
context->set_last_call_was_set_visibility_pointer(&last_call_was_set_visiblity); |
@@ -766,9 +766,9 @@ TEST(GLRendererTest2, ActiveTextureState) { |
renderer.BeginDrawingFrame(drawing_frame); |
EXPECT_EQ(context->active_texture(), GL_TEXTURE0); |
- for (cc::QuadList::backToFrontIterator |
- it = pass->quad_list.backToFrontBegin(); |
- it != pass->quad_list.backToFrontEnd(); |
+ for (cc::QuadList::BackToFrontIterator |
+ it = pass->quad_list.BackToFrontBegin(); |
+ it != pass->quad_list.BackToFrontEnd(); |
++it) { |
renderer.DoDrawQuad(drawing_frame, *it); |
} |
@@ -812,16 +812,16 @@ TEST(GLRendererTest2, ShouldClearRootRenderPass) { |
render_passes.clear(); |
RenderPass::Id root_pass_id(1, 0); |
- TestRenderPass* root_pass = addRenderPass( |
+ TestRenderPass* root_pass = AddRenderPass( |
render_passes, root_pass_id, viewport_rect, gfx::Transform()); |
- addQuad(root_pass, viewport_rect, SK_ColorGREEN); |
+ AddQuad(root_pass, viewport_rect, SK_ColorGREEN); |
RenderPass::Id child_pass_id(2, 0); |
- TestRenderPass* child_pass = addRenderPass( |
+ TestRenderPass* child_pass = AddRenderPass( |
render_passes, child_pass_id, viewport_rect, gfx::Transform()); |
- addQuad(child_pass, viewport_rect, SK_ColorBLUE); |
+ AddQuad(child_pass, viewport_rect, SK_ColorBLUE); |
- addRenderPassQuad(root_pass, child_pass); |
+ AddRenderPassQuad(root_pass, child_pass); |
// First render pass is not the root one, clearing should happen. |
EXPECT_CALL(*mock_context, clear(GL_COLOR_BUFFER_BIT)).Times(AtLeast(1)); |
@@ -884,23 +884,23 @@ TEST(GLRendererTest2, ScissorTestWhenClearing) { |
gfx::Rect grand_child_rect(25, 25); |
RenderPass::Id grand_child_pass_id(3, 0); |
- TestRenderPass* grand_child_pass = addRenderPass( |
+ TestRenderPass* grand_child_pass = AddRenderPass( |
render_passes, grand_child_pass_id, grand_child_rect, gfx::Transform()); |
- addClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW); |
+ AddClippedQuad(grand_child_pass, grand_child_rect, SK_ColorYELLOW); |
gfx::Rect child_rect(50, 50); |
RenderPass::Id child_pass_id(2, 0); |
TestRenderPass* child_pass = |
- addRenderPass(render_passes, child_pass_id, child_rect, gfx::Transform()); |
- addQuad(child_pass, child_rect, SK_ColorBLUE); |
+ AddRenderPass(render_passes, child_pass_id, child_rect, gfx::Transform()); |
+ AddQuad(child_pass, child_rect, SK_ColorBLUE); |
RenderPass::Id root_pass_id(1, 0); |
- TestRenderPass* root_pass = addRenderPass( |
+ TestRenderPass* root_pass = AddRenderPass( |
render_passes, root_pass_id, viewport_rect, gfx::Transform()); |
- addQuad(root_pass, viewport_rect, SK_ColorGREEN); |
+ AddQuad(root_pass, viewport_rect, SK_ColorGREEN); |
- addRenderPassQuad(root_pass, child_pass); |
- addRenderPassQuad(child_pass, grand_child_pass); |
+ AddRenderPassQuad(root_pass, child_pass); |
+ AddRenderPassQuad(child_pass, grand_child_pass); |
renderer.DecideRenderPassAllocationsForFrame( |
*mock_client.render_passes_in_draw_order()); |
@@ -964,9 +964,9 @@ class MockOutputSurfaceTest : public testing::Test, public FakeRendererClient { |
render_passes->clear(); |
RenderPass::Id render_pass_id(1, 0); |
- TestRenderPass* render_pass = addRenderPass( |
+ TestRenderPass* render_pass = AddRenderPass( |
*render_passes, render_pass_id, viewport_rect, gfx::Transform()); |
- addQuad(render_pass, viewport_rect, SK_ColorGREEN); |
+ AddQuad(render_pass, viewport_rect, SK_ColorGREEN); |
EXPECT_CALL(output_surface_, EnsureBackbuffer()).WillRepeatedly(Return()); |