Index: cc/quads/render_pass.cc |
diff --git a/cc/quads/render_pass.cc b/cc/quads/render_pass.cc |
index cdf3b94c3c5635ec40cb6809e0c7914fd8a938c4..1eeefe4313d35c0d4c3919f6672b43a669955a6d 100644 |
--- a/cc/quads/render_pass.cc |
+++ b/cc/quads/render_pass.cc |
@@ -35,14 +35,16 @@ scoped_ptr<RenderPass> RenderPass::Create(size_t num_layers) { |
RenderPass::RenderPass() |
: id(Id(-1, -1)), |
- has_transparent_background(true) { |
+ has_transparent_background(true), |
+ overlay_state(NO_OVERLAY) { |
shared_quad_state_list.reserve(kDefaultNumSharedQuadStatesToReserve); |
quad_list.reserve(kDefaultNumQuadsToReserve); |
} |
RenderPass::RenderPass(size_t num_layers) |
: id(Id(-1, -1)), |
- has_transparent_background(true) { |
+ has_transparent_background(true), |
+ overlay_state(NO_OVERLAY) { |
// Each layer usually produces one shared quad state, so the number of layers |
// is a good hint for what to reserve here. |
shared_quad_state_list.reserve(num_layers); |
@@ -61,7 +63,8 @@ scoped_ptr<RenderPass> RenderPass::Copy(Id new_id) const { |
output_rect, |
damage_rect, |
transform_to_root_target, |
- has_transparent_background); |
+ has_transparent_background, |
+ overlay_state); |
return copy_pass.Pass(); |
} |
@@ -80,7 +83,8 @@ void RenderPass::CopyAll(const ScopedPtrVector<RenderPass>& in, |
source->output_rect, |
source->damage_rect, |
source->transform_to_root_target, |
- source->has_transparent_background); |
+ source->has_transparent_background, |
+ source->overlay_state); |
for (size_t i = 0; i < source->shared_quad_state_list.size(); ++i) { |
copy_pass->shared_quad_state_list.push_back( |
source->shared_quad_state_list[i]->Copy()); |
@@ -131,7 +135,8 @@ void RenderPass::SetAll(Id id, |
const gfx::Rect& output_rect, |
const gfx::RectF& damage_rect, |
const gfx::Transform& transform_to_root_target, |
- bool has_transparent_background) { |
+ bool has_transparent_background, |
+ OverlayState overlay_state) { |
DCHECK_GT(id.layer_id, 0); |
DCHECK_GE(id.index, 0); |
@@ -140,6 +145,7 @@ void RenderPass::SetAll(Id id, |
this->damage_rect = damage_rect; |
this->transform_to_root_target = transform_to_root_target; |
this->has_transparent_background = has_transparent_background; |
+ this->overlay_state = overlay_state; |
DCHECK(quad_list.empty()); |
DCHECK(shared_quad_state_list.empty()); |