Index: cc/output/gl_renderer_unittest.cc |
diff --git a/cc/output/gl_renderer_unittest.cc b/cc/output/gl_renderer_unittest.cc |
index 8e33de052f6ca65359386b6bf4162b91f5668ad6..70c0bd6f5972d6f58aae1448239268c324a6864d 100644 |
--- a/cc/output/gl_renderer_unittest.cc |
+++ b/cc/output/gl_renderer_unittest.cc |
@@ -747,6 +747,7 @@ class TextureStateTrackingContext : public TestWebGraphicsContext3D { |
test_capabilities_.gpu.egl_image_external = true; |
} |
+ MOCK_METHOD1(waitSyncPoint, void(unsigned sync_point)); |
MOCK_METHOD3(texParameteri, void(GLenum target, GLenum pname, GLint param)); |
MOCK_METHOD4(drawElements, |
void(GLenum mode, GLsizei count, GLenum type, GLintptr offset)); |
@@ -801,6 +802,9 @@ TEST_F(GLRendererTest, ActiveTextureState) { |
{ |
InSequence sequence; |
+ EXPECT_CALL(*context, waitSyncPoint(TestRenderPass::kTestSyncPoint)) |
danakj
2014/08/15 21:32:34
Can you add a comment here like
// The sync points
vmiura
2014/08/15 21:54:59
Done.
|
+ .Times(1); |
+ |
// yuv_quad is drawn with the default linear filter. |
EXPECT_CALL(*context, drawElements(_, _, _, _)); |
@@ -822,7 +826,7 @@ 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(7); |
} |
gfx::Rect viewport_rect(100, 100); |