Index: cc/output/gl_renderer_unittest.cc |
diff --git a/cc/output/gl_renderer_unittest.cc b/cc/output/gl_renderer_unittest.cc |
index 6d80d81228e5b67db86d5aa4da9886b479f18e1d..f71ae33d9a440d08acdf321bd4e75a84d405f597 100644 |
--- a/cc/output/gl_renderer_unittest.cc |
+++ b/cc/output/gl_renderer_unittest.cc |
@@ -929,7 +929,8 @@ class TextureStateTrackingContext : public TestWebGraphicsContext3D { |
test_capabilities_.gpu.egl_image_external = true; |
} |
- MOCK_METHOD1(waitSyncPoint, void(unsigned sync_point)); |
+ MOCK_METHOD1(waitSyncPoint, |
+ void(unsigned sync_point, const gpu::SyncToken& sync_token)); |
MOCK_METHOD3(texParameteri, void(GLenum target, GLenum pname, GLint param)); |
MOCK_METHOD4(drawElements, |
void(GLenum mode, GLsizei count, GLenum type, GLintptr offset)); |
@@ -987,7 +988,8 @@ TEST_F(GLRendererTest, ActiveTextureState) { |
// The sync points for all quads are waited on first. This sync point is |
// for a texture quad drawn later in the frame. |
- EXPECT_CALL(*context, waitSyncPoint(mailbox_sync_point)).Times(1); |
+ EXPECT_CALL(*context, waitSyncPoint(mailbox_sync_point, gpu::SyncToken())) |
+ .Times(1); |
// yuv_quad is drawn with the default linear filter. |
EXPECT_CALL(*context, drawElements(_, _, _, _)); |
@@ -2141,7 +2143,8 @@ class SingleOverlayOnTopProcessor : public OverlayProcessor { |
class WaitSyncPointCountingContext : public TestWebGraphicsContext3D { |
public: |
- MOCK_METHOD1(waitSyncPoint, void(unsigned sync_point)); |
+ MOCK_METHOD1(waitSyncPoint, |
+ void(unsigned sync_point, const gpu::SyncToken& sync_Token)); |
}; |
class MockOverlayScheduler { |
@@ -2220,7 +2223,7 @@ TEST_F(GLRendererTest, OverlaySyncPointsAreProcessed) { |
// Verify that overlay_quad actually gets turned into an overlay, and even |
// though it's not drawn, that its sync point is waited on. |
- EXPECT_CALL(*context, waitSyncPoint(sync_point)).Times(1); |
+ EXPECT_CALL(*context, waitSyncPoint(sync_point, gpu::SyncToken())).Times(1); |
EXPECT_CALL(overlay_scheduler, |
Schedule(1, gfx::OVERLAY_TRANSFORM_NONE, _, viewport_rect, |
BoundingRect(uv_top_left, uv_bottom_right))).Times(1); |