Index: cc/output/gl_renderer_unittest.cc |
diff --git a/cc/output/gl_renderer_unittest.cc b/cc/output/gl_renderer_unittest.cc |
index 0048cda6a759c6f40d7ef11f621857c9a4415527..a2d9cf2bebe3dfea1ba6adb1daa6216333cf7e47 100644 |
--- a/cc/output/gl_renderer_unittest.cc |
+++ b/cc/output/gl_renderer_unittest.cc |
@@ -133,7 +133,6 @@ class GLRendererShaderPixelTest : public GLRendererPixelTest { |
} |
void TestShadersWithPrecision(TexCoordPrecision precision) { |
- EXPECT_PROGRAM_VALID(renderer()->GetTextureIOSurfaceProgram(precision)); |
// This program uses external textures and sampler, so it won't compile |
// everywhere. |
if (renderer()->Capabilities().using_egl_image) |
@@ -947,7 +946,7 @@ TEST_F(GLRendererTest, ActiveTextureState) { |
// The remaining quads also use GL_LINEAR because nearest neighbor |
// filtering is currently only used with tile quads. |
- EXPECT_CALL(*context, drawElements(_, _, _, _)).Times(6); |
+ EXPECT_CALL(*context, drawElements(_, _, _, _)).Times(5); |
} |
gfx::Rect viewport_rect(100, 100); |