| Index: cc/output/overlay_unittest.cc
|
| diff --git a/cc/output/overlay_unittest.cc b/cc/output/overlay_unittest.cc
|
| index 545b5f54eb368d6bd809ed5480ba1252880df188..5694762376e237d972d0e553c3d8830eb51703f8 100644
|
| --- a/cc/output/overlay_unittest.cc
|
| +++ b/cc/output/overlay_unittest.cc
|
| @@ -304,7 +304,7 @@ TEST(OverlayTest, OverlaysProcessorHasStrategy) {
|
| scoped_ptr<DefaultOverlayProcessor> overlay_processor(
|
| new DefaultOverlayProcessor(&output_surface, resource_provider.get()));
|
| overlay_processor->Initialize();
|
| - EXPECT_GE(1U, overlay_processor->GetStrategyCount());
|
| + EXPECT_GE(2U, overlay_processor->GetStrategyCount());
|
| }
|
|
|
| template <typename OverlayStrategyType>
|
| @@ -948,10 +948,10 @@ TEST_F(GLRendererWithOverlaysTest, OverlayQuadNotDrawn) {
|
| Mock::VerifyAndClearExpectations(&scheduler_);
|
| }
|
|
|
| -TEST_F(GLRendererWithOverlaysTest, OccludedQuadDrawn) {
|
| +TEST_F(GLRendererWithOverlaysTest, OccludedQuadInUnderlay) {
|
| bool use_validator = true;
|
| Init(use_validator);
|
| - renderer_->set_expect_overlays(false);
|
| + renderer_->set_expect_overlays(true);
|
| gfx::Rect viewport_rect(16, 16);
|
|
|
| scoped_ptr<RenderPass> pass = CreateRenderPass();
|
| @@ -970,9 +970,12 @@ TEST_F(GLRendererWithOverlaysTest, OccludedQuadDrawn) {
|
| RenderPassList pass_list;
|
| pass_list.push_back(pass.Pass());
|
|
|
| - // 3 quads in the pass, all should draw.
|
| + // Candidate quad should fail to be overlaid on top because of occlusion.
|
| + // Expect to be replaced with transparent hole quad and placed in underlay.
|
| EXPECT_CALL(*renderer_, DoDrawQuad(_, _, _)).Times(3);
|
| - EXPECT_CALL(scheduler_, Schedule(_, _, _, _, _)).Times(0);
|
| + EXPECT_CALL(scheduler_,
|
| + Schedule(-1, gfx::OVERLAY_TRANSFORM_NONE, _, kOverlayRect,
|
| + BoundingRect(kUVTopLeft, kUVBottomRight))).Times(1);
|
| renderer_->DrawFrame(&pass_list, 1.f, viewport_rect, viewport_rect, false);
|
|
|
| SwapBuffers();
|
|
|