| 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);
|
| }
|
|
|