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>()); |
} |