Fixes sync point processing for overlays
commit281b59f8d52b765ed94003e9d9a04fe34b36b8b7
authorhalliwell <halliwell@chromium.org>
Wed, 6 May 2015 19:44:12 +0000 (6 12:44 -0700)
committerCommit bot <commit-bot@chromium.org>
Wed, 6 May 2015 19:44:43 +0000 (6 19:44 +0000)
treed03fd1d7558e3155f304464f1e2c5ff3da14743a
parent7f772e4a852a1935068823472bb382904c6edacf
Fixes sync point processing for overlays

When I tried to use overlays, I found:
1. DirectRenderer::DrawFrame calls ProcessForOverlays, removing my video quad from the quad_list of its render pass
2. GLRenderer::BeginDrawingFrame calls WaitSyncPointIfNeeded for quads in the render passes, so it omits the video quad.
3. GLRenderer::FinishDrawingFrame calls ScheduleOverlays, which creates a ScopedReadLockGL on the overlay resource, which asserts in ResourceProvider::LockForRead that the sync point has not been processed.

BUG=

Review URL: https://codereview.chromium.org/1066483004

Cr-Commit-Position: refs/heads/master@{#328586}
cc/output/direct_renderer.cc
cc/output/gl_renderer_unittest.cc