| Index: media/capture/content/animated_content_sampler.cc
|
| diff --git a/media/capture/content/animated_content_sampler.cc b/media/capture/content/animated_content_sampler.cc
|
| index ae90419b1d7683f2494ae74ec1ac0acd79cebfff..01c9fd4f84fc6a472c3ffb61d85f413075ca5d59 100644
|
| --- a/media/capture/content/animated_content_sampler.cc
|
| +++ b/media/capture/content/animated_content_sampler.cc
|
| @@ -160,7 +160,7 @@ gfx::Rect AnimatedContentSampler::ElectMajorityDamageRect() const {
|
| // pixel in a candidate gets one vote, as opposed to each candidate getting
|
| // one vote.
|
| const gfx::Rect* candidate = NULL;
|
| - int64 votes = 0;
|
| + int64_t votes = 0;
|
| for (ObservationFifo::const_iterator i = observations_.begin();
|
| i != observations_.end(); ++i) {
|
| DCHECK_GT(i->damage_rect.size().GetArea(), 0);
|
| @@ -191,8 +191,8 @@ bool AnimatedContentSampler::AnalyzeObservations(
|
| // Scan |observations_|, gathering metrics about the ones having a damage Rect
|
| // equivalent to the |elected_rect|. Along the way, break early whenever the
|
| // event times reveal a non-animating period.
|
| - int64 num_pixels_damaged_in_all = 0;
|
| - int64 num_pixels_damaged_in_chosen = 0;
|
| + int64_t num_pixels_damaged_in_all = 0;
|
| + int64_t num_pixels_damaged_in_chosen = 0;
|
| base::TimeDelta sum_frame_durations;
|
| size_t count_frame_durations = 0;
|
| base::TimeTicks first_event_time;
|
| @@ -248,7 +248,7 @@ base::TimeTicks AnimatedContentSampler::ComputeNextFrameTimestamp(
|
| // TODO(miu): This is similar to the ClockSmoother in
|
| // media/base/audio_shifter.cc. Consider refactor-and-reuse here.
|
| const base::TimeDelta drift = ideal_timestamp - event_time;
|
| - const int64 correct_over_num_frames =
|
| + const int64_t correct_over_num_frames =
|
| base::TimeDelta::FromMilliseconds(kDriftCorrectionMillis) /
|
| sampling_period_;
|
| DCHECK_GT(correct_over_num_frames, 0);
|
| @@ -275,7 +275,7 @@ base::TimeDelta AnimatedContentSampler::ComputeSamplingPeriod(
|
| // 42/3 = 14, and so on. Of these candidates, 21 FPS is closest to 30.
|
| base::TimeDelta sampling_period;
|
| if (animation_period < target_sampling_period) {
|
| - const int64 ratio = target_sampling_period / animation_period;
|
| + const int64_t ratio = target_sampling_period / animation_period;
|
| const double target_fps = 1.0 / target_sampling_period.InSecondsF();
|
| const double animation_fps = 1.0 / animation_period.InSecondsF();
|
| if (std::abs(animation_fps / ratio - target_fps) <
|
|
|