Index: ui/gl/gl_implementation_mac.cc |
diff --git a/ui/gl/gl_implementation_mac.cc b/ui/gl/gl_implementation_mac.cc |
index 0b22e43e5caf9ad4da946162acbe4c0434a557cf..590a14b075676d9d953b04d233b8e322cac1e6d2 100644 |
--- a/ui/gl/gl_implementation_mac.cc |
+++ b/ui/gl/gl_implementation_mac.cc |
@@ -43,18 +43,18 @@ bool InitializeGLBindings(GLImplementation implementation) { |
case kGLImplementationOSMesaGL: { |
// osmesa.so is located in the build directory. This code path is only |
// valid in a developer build environment. |
- FilePath exe_path; |
+ base::FilePath exe_path; |
if (!PathService::Get(base::FILE_EXE, &exe_path)) { |
LOG(ERROR) << "PathService::Get failed."; |
return false; |
} |
- FilePath bundle_path = base::mac::GetAppBundlePath(exe_path); |
+ base::FilePath bundle_path = base::mac::GetAppBundlePath(exe_path); |
// Some unit test targets depend on osmesa but aren't built as app |
// bundles. In that case, the .so is next to the executable. |
if (bundle_path.empty()) |
bundle_path = exe_path; |
- FilePath build_dir_path = bundle_path.DirName(); |
- FilePath osmesa_path = build_dir_path.Append("osmesa.so"); |
+ base::FilePath build_dir_path = bundle_path.DirName(); |
+ base::FilePath osmesa_path = build_dir_path.Append("osmesa.so"); |
// When using OSMesa, just use OSMesaGetProcAddress to find entry points. |
base::NativeLibrary library = base::LoadNativeLibrary(osmesa_path, NULL); |
@@ -84,7 +84,7 @@ bool InitializeGLBindings(GLImplementation implementation) { |
case kGLImplementationDesktopGL: |
case kGLImplementationAppleGL: { |
base::NativeLibrary library = base::LoadNativeLibrary( |
- FilePath(kOpenGLFrameworkPath), NULL); |
+ base::FilePath(kOpenGLFrameworkPath), NULL); |
if (!library) { |
LOG(ERROR) << "OpenGL framework not found"; |
return false; |