| Index: cc/render_pass.cc
|
| diff --git a/cc/render_pass.cc b/cc/render_pass.cc
|
| index 57f982904af511fbf8a0c8c4ee61bb3b4f86dbb2..935458af7354e3d1752c1bd06f303b7438893505 100644
|
| --- a/cc/render_pass.cc
|
| +++ b/cc/render_pass.cc
|
| @@ -92,7 +92,7 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac
|
| // Manually create the quad state for the gutter quads, as the root layer
|
| // doesn't have any bounds and so can't generate this itself.
|
| // FIXME: Make the gutter quads generated by the solid color layer (make it smarter about generating quads to fill unoccluded areas).
|
| - IntRect rootTargetRect = rootLayer->renderSurface()->contentRect();
|
| + gfx::Rect rootTargetRect = rootLayer->renderSurface()->contentRect();
|
| float opacity = 1;
|
| bool opaque = true;
|
| SharedQuadState* sharedQuadState = quadCuller.useSharedQuadState(SharedQuadState::create(rootLayer->drawTransform(), rootTargetRect, rootTargetRect, opacity, opaque));
|
| @@ -101,7 +101,7 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac
|
| Vector<WebCore::IntRect> fillRects = fillRegion.rects();
|
| for (size_t i = 0; i < fillRects.size(); ++i) {
|
| // The root layer transform is composed of translations and scales only, no perspective, so mapping is sufficient.
|
| - IntRect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i]));
|
| + gfx::Rect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i]));
|
| // Skip the quad culler and just append the quads directly to avoid occlusion checks.
|
| m_quadList.append(SolidColorDrawQuad::create(sharedQuadState, layerRect, screenBackgroundColor).PassAs<DrawQuad>());
|
| }
|
|
|