Index: services/gfx/compositor/compositor_engine.cc |
diff --git a/services/gfx/compositor/compositor_engine.cc b/services/gfx/compositor/compositor_engine.cc |
index 448d689b87411e6614b52a8f7648d4728bf7dad9..3e82c4145fdedcdc4b05f5dfb623357575df13e7 100644 |
--- a/services/gfx/compositor/compositor_engine.cc |
+++ b/services/gfx/compositor/compositor_engine.cc |
@@ -264,23 +264,16 @@ void CompositorEngine::HitTest( |
DCHECK(point); |
DVLOG(1) << "HitTest: renderer=" << renderer_state << ", point=" << point; |
- mojo::gfx::composition::HitTestResultPtr result; |
- if (renderer_state->frame()) { |
- result = |
- renderer_state->frame()->HitTest(SkPoint::Make(point->x, point->y)); |
- } |
- if (!result) { |
- result = mojo::gfx::composition::HitTestResult::New(); |
- result->hits.resize(0u); |
- } |
- |
+ // TODO(jeffbrown): hit tests on scenes |
+ auto result = mojo::gfx::composition::HitTestResult::New(); |
callback.Run(result.Pass()); |
} |
-SceneDef* CompositorEngine::ResolveSceneReference( |
- mojo::gfx::composition::SceneToken* scene_token) { |
- SceneState* scene_state = FindScene(scene_token->value); |
- return scene_state ? scene_state->scene_def() : nullptr; |
+base::WeakPtr<SceneDef> CompositorEngine::ResolveSceneReference( |
+ const mojo::gfx::composition::SceneToken& scene_token) { |
+ SceneState* scene_state = FindScene(scene_token.value); |
+ return scene_state ? scene_state->scene_def()->GetWeakPtr() |
+ : base::WeakPtr<SceneDef>(); |
} |
void CompositorEngine::SendResourceUnavailable(SceneState* scene_state, |
@@ -361,7 +354,7 @@ void CompositorEngine::SnapshotRenderer( |
if (VLOG_IS_ON(2)) { |
std::ostringstream block_log; |
SnapshotRendererInner(renderer_state, frame_info, &block_log); |
- if (!renderer_state->valid()) { |
+ if (!renderer_state->frame()) { |
DVLOG(2) << "Rendering completely blocked: " << block_log.str(); |
} else if (!block_log.str().empty()) { |
DVLOG(2) << "Rendering partially blocked: " << block_log.str(); |
@@ -389,7 +382,7 @@ void CompositorEngine::SnapshotRendererInner( |
builder.Build(renderer_state->root_scene()->scene_def(), |
renderer_state->root_scene_viewport(), frame_info)); |
- if (renderer_state->valid()) |
+ if (renderer_state->frame()) |
renderer_state->output()->SubmitFrame(renderer_state->frame()); |
} |