| Index: Source/core/rendering/style/RenderStyle.cpp
|
| diff --git a/Source/core/rendering/style/RenderStyle.cpp b/Source/core/rendering/style/RenderStyle.cpp
|
| index 4c137d4ae3278ebc8559faf45b689470a0aadf6e..e892bd5576eb2f5930da94eef23195edd40a9de6 100644
|
| --- a/Source/core/rendering/style/RenderStyle.cpp
|
| +++ b/Source/core/rendering/style/RenderStyle.cpp
|
| @@ -1275,7 +1275,7 @@ void RenderStyle::getShadowExtent(const ShadowList* shadowList, LayoutUnit &top,
|
| const ShadowData& shadow = shadowList->shadows()[i];
|
| if (shadow.style() == Inset)
|
| continue;
|
| - int blurAndSpread = shadow.blur() + shadow.spread();
|
| + float blurAndSpread = shadow.blur() + shadow.spread();
|
|
|
| top = min<LayoutUnit>(top, shadow.y() - blurAndSpread);
|
| right = max<LayoutUnit>(right, shadow.x() + blurAndSpread);
|
| @@ -1296,7 +1296,7 @@ LayoutBoxExtent RenderStyle::getShadowInsetExtent(const ShadowList* shadowList)
|
| const ShadowData& shadow = shadowList->shadows()[i];
|
| if (shadow.style() == Normal)
|
| continue;
|
| - int blurAndSpread = shadow.blur() + shadow.spread();
|
| + float blurAndSpread = shadow.blur() + shadow.spread();
|
| top = max<LayoutUnit>(top, shadow.y() + blurAndSpread);
|
| right = min<LayoutUnit>(right, shadow.x() - blurAndSpread);
|
| bottom = min<LayoutUnit>(bottom, shadow.y() - blurAndSpread);
|
| @@ -1316,7 +1316,7 @@ void RenderStyle::getShadowHorizontalExtent(const ShadowList* shadowList, Layout
|
| const ShadowData& shadow = shadowList->shadows()[i];
|
| if (shadow.style() == Inset)
|
| continue;
|
| - int blurAndSpread = shadow.blur() + shadow.spread();
|
| + float blurAndSpread = shadow.blur() + shadow.spread();
|
|
|
| left = min<LayoutUnit>(left, shadow.x() - blurAndSpread);
|
| right = max<LayoutUnit>(right, shadow.x() + blurAndSpread);
|
| @@ -1333,7 +1333,7 @@ void RenderStyle::getShadowVerticalExtent(const ShadowList* shadowList, LayoutUn
|
| const ShadowData& shadow = shadowList->shadows()[i];
|
| if (shadow.style() == Inset)
|
| continue;
|
| - int blurAndSpread = shadow.blur() + shadow.spread();
|
| + float blurAndSpread = shadow.blur() + shadow.spread();
|
|
|
| top = min<LayoutUnit>(top, shadow.y() - blurAndSpread);
|
| bottom = max<LayoutUnit>(bottom, shadow.y() + blurAndSpread);
|
|
|