Index: cc/scrollbar_layer_impl.cc |
diff --git a/cc/scrollbar_layer_impl.cc b/cc/scrollbar_layer_impl.cc |
index 180fd82b9eca965b0c6016f86c0d5e42bab0fe99..271ee26334e23413ab4f9ead0d04672019a6862b 100644 |
--- a/cc/scrollbar_layer_impl.cc |
+++ b/cc/scrollbar_layer_impl.cc |
@@ -66,10 +66,9 @@ void ScrollbarLayerImpl::setScrollbarData(WebScrollbar* scrollbar) |
m_geometry->update(scrollbar); |
} |
-static FloatRect toUVRect(const WebRect& r, const IntRect& bounds) |
+static gfx::RectF toUVRect(const gfx::Rect& r, const gfx::Rect& bounds) |
{ |
- return FloatRect(static_cast<float>(r.x) / bounds.width(), static_cast<float>(r.y) / bounds.height(), |
- static_cast<float>(r.width) / bounds.width(), static_cast<float>(r.height) / bounds.height()); |
+ return gfx::ScaleRect(r, 1.0 / bounds.width(), 1.0 / bounds.height()); |
} |
IntRect ScrollbarLayerImpl::scrollbarLayerRectToContentRect(const WebRect& layerRect) const |
@@ -85,9 +84,9 @@ void ScrollbarLayerImpl::appendQuads(QuadSink& quadSink, AppendQuadsData& append |
{ |
bool premultipledAlpha = false; |
bool flipped = false; |
- FloatRect uvRect(0, 0, 1, 1); |
- IntRect boundsRect(IntPoint(), bounds()); |
- IntRect contentBoundsRect(IntPoint(), contentBounds()); |
+ gfx::RectF uvRect(0, 0, 1, 1); |
+ gfx::Rect boundsRect(gfx::Point(), bounds()); |
+ gfx::Rect contentBoundsRect(gfx::Point(), contentBounds()); |
SharedQuadState* sharedQuadState = quadSink.useSharedQuadState(createSharedQuadState()); |
appendDebugBorderQuad(quadSink, sharedQuadState, appendQuadsData); |
@@ -112,8 +111,8 @@ void ScrollbarLayerImpl::appendQuads(QuadSink& quadSink, AppendQuadsData& append |
// Order matters here: since the back track texture is being drawn to the entire contents rect, we must append it after the thumb and |
// fore track quads. The back track texture contains (and displays) the buttons. |
- if (!contentBoundsRect.isEmpty()) |
- quadSink.append(TextureDrawQuad::create(sharedQuadState, IntRect(contentBoundsRect), m_backTrackResourceId, premultipledAlpha, uvRect, flipped).PassAs<DrawQuad>(), appendQuadsData); |
+ if (!contentBoundsRect.IsEmpty()) |
+ quadSink.append(TextureDrawQuad::create(sharedQuadState, gfx::Rect(contentBoundsRect), m_backTrackResourceId, premultipledAlpha, uvRect, flipped).PassAs<DrawQuad>(), appendQuadsData); |
} |
void ScrollbarLayerImpl::didLoseContext() |