Index: cc/render_pass.cc |
diff --git a/cc/render_pass.cc b/cc/render_pass.cc |
index c1392eb55571f05f164f337a2cf4ce8cf857e1ae..76beaeb92230b0135ba3a8912f9bd83516093742 100644 |
--- a/cc/render_pass.cc |
+++ b/cc/render_pass.cc |
@@ -98,10 +98,9 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac |
SharedQuadState* sharedQuadState = quadCuller.useSharedQuadState(SharedQuadState::create(rootLayer->drawTransform(), rootTargetRect, rootTargetRect, opacity, opaque)); |
DCHECK(rootLayer->screenSpaceTransform().isInvertible()); |
WebTransformationMatrix transformToLayerSpace = rootLayer->screenSpaceTransform().inverse(); |
- Vector<WebCore::IntRect> fillRects = fillRegion.rects(); |
- for (size_t i = 0; i < fillRects.size(); ++i) { |
+ for (Region::Iterator fillRects(fillRegion); fillRects.has_rect(); fillRects.next()) { |
// The root layer transform is composed of translations and scales only, no perspective, so mapping is sufficient. |
- gfx::Rect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i])); |
+ gfx::Rect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, fillRects.rect()); |
// Skip the quad culler and just append the quads directly to avoid occlusion checks. |
m_quadList.append(SolidColorDrawQuad::create(sharedQuadState, layerRect, screenBackgroundColor).PassAs<DrawQuad>()); |
} |