| Index: Source/core/rendering/style/RenderStyle.cpp
|
| diff --git a/Source/core/rendering/style/RenderStyle.cpp b/Source/core/rendering/style/RenderStyle.cpp
|
| index aa3ced27f2848a0fa107dd61d62a92602ad7f94a..523aca6731437f192f418ab1d354f30a7a488f7d 100644
|
| --- a/Source/core/rendering/style/RenderStyle.cpp
|
| +++ b/Source/core/rendering/style/RenderStyle.cpp
|
| @@ -1263,7 +1263,7 @@ 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);
|
| @@ -1284,7 +1284,7 @@ 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);
|
| @@ -1304,7 +1304,7 @@ 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);
|
| @@ -1321,7 +1321,7 @@ 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);
|
|
|