Index: cc/output/gl_renderer_unittest.cc |
diff --git a/cc/output/gl_renderer_unittest.cc b/cc/output/gl_renderer_unittest.cc |
index bd9d6b3764cd2bfe8baed070c60730bbe7304d8e..f0d51b7e32c8628186d45755139c8e0a9da2d11a 100644 |
--- a/cc/output/gl_renderer_unittest.cc |
+++ b/cc/output/gl_renderer_unittest.cc |
@@ -2022,11 +2022,10 @@ class TestOverlayProcessor : public OverlayProcessor { |
public: |
Strategy() {} |
~Strategy() override {} |
- MOCK_METHOD4(Attempt, |
+ MOCK_METHOD3(Attempt, |
bool(ResourceProvider* resource_provider, |
RenderPassList* render_passes, |
- OverlayCandidateList* candidates, |
- gfx::Rect* damage_rect)); |
+ OverlayCandidateList* candidates)); |
}; |
class Validator : public OverlayCandidateValidator { |
@@ -2123,7 +2122,7 @@ TEST_F(GLRendererTest, DontOverlayWithCopyRequests) { |
// added a fake strategy, so checking for Attempt calls checks if there was |
// any attempt to overlay, which there shouldn't be. We can't use the quad |
// list because the render pass is cleaned up by DrawFrame. |
- EXPECT_CALL(*processor->strategy_, Attempt(_, _, _, _)).Times(0); |
+ EXPECT_CALL(*processor->strategy_, Attempt(_, _, _)).Times(0); |
EXPECT_CALL(*validator, AllowCALayerOverlays()).Times(0); |
renderer.DrawFrame(&render_passes_in_draw_order_, 1.f, viewport_rect, |
viewport_rect, false); |
@@ -2144,7 +2143,7 @@ TEST_F(GLRendererTest, DontOverlayWithCopyRequests) { |
EXPECT_CALL(*validator, AllowCALayerOverlays()) |
.Times(1) |
.WillOnce(::testing::Return(false)); |
- EXPECT_CALL(*processor->strategy_, Attempt(_, _, _, _)).Times(1); |
+ EXPECT_CALL(*processor->strategy_, Attempt(_, _, _)).Times(1); |
renderer.DrawFrame(&render_passes_in_draw_order_, 1.f, viewport_rect, |
viewport_rect, false); |
@@ -2163,7 +2162,7 @@ TEST_F(GLRendererTest, DontOverlayWithCopyRequests) { |
EXPECT_CALL(*validator, AllowCALayerOverlays()) |
.Times(1) |
.WillOnce(::testing::Return(true)); |
- EXPECT_CALL(*processor->strategy_, Attempt(_, _, _, _)).Times(0); |
+ EXPECT_CALL(*processor->strategy_, Attempt(_, _, _)).Times(0); |
renderer.DrawFrame(&render_passes_in_draw_order_, 1.f, viewport_rect, |
viewport_rect, false); |
} |