| Index: cc/quads/render_pass.cc
|
| diff --git a/cc/quads/render_pass.cc b/cc/quads/render_pass.cc
|
| index 1eeefe4313d35c0d4c3919f6672b43a669955a6d..82deccd6dc0a3b26ee7afc30c868b9c20f20d344 100644
|
| --- a/cc/quads/render_pass.cc
|
| +++ b/cc/quads/render_pass.cc
|
| @@ -33,18 +33,13 @@ scoped_ptr<RenderPass> RenderPass::Create(size_t num_layers) {
|
| return make_scoped_ptr(new RenderPass(num_layers));
|
| }
|
|
|
| -RenderPass::RenderPass()
|
| - : id(Id(-1, -1)),
|
| - has_transparent_background(true),
|
| - overlay_state(NO_OVERLAY) {
|
| +RenderPass::RenderPass() : id(Id(-1, -1)), has_transparent_background(true) {
|
| shared_quad_state_list.reserve(kDefaultNumSharedQuadStatesToReserve);
|
| quad_list.reserve(kDefaultNumQuadsToReserve);
|
| }
|
|
|
| RenderPass::RenderPass(size_t num_layers)
|
| - : id(Id(-1, -1)),
|
| - has_transparent_background(true),
|
| - overlay_state(NO_OVERLAY) {
|
| + : id(Id(-1, -1)), has_transparent_background(true) {
|
| // 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);
|
| @@ -63,8 +58,7 @@ scoped_ptr<RenderPass> RenderPass::Copy(Id new_id) const {
|
| output_rect,
|
| damage_rect,
|
| transform_to_root_target,
|
| - has_transparent_background,
|
| - overlay_state);
|
| + has_transparent_background);
|
| return copy_pass.Pass();
|
| }
|
|
|
| @@ -83,8 +77,7 @@ void RenderPass::CopyAll(const ScopedPtrVector<RenderPass>& in,
|
| source->output_rect,
|
| source->damage_rect,
|
| source->transform_to_root_target,
|
| - source->has_transparent_background,
|
| - source->overlay_state);
|
| + source->has_transparent_background);
|
| 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());
|
| @@ -135,8 +128,7 @@ 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,
|
| - OverlayState overlay_state) {
|
| + bool has_transparent_background) {
|
| DCHECK_GT(id.layer_id, 0);
|
| DCHECK_GE(id.index, 0);
|
|
|
| @@ -145,7 +137,6 @@ 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());
|
|
|