Index: cc/resources/picture_layer_tiling.cc |
diff --git a/cc/resources/picture_layer_tiling.cc b/cc/resources/picture_layer_tiling.cc |
index 0d50658061e0ed0e3b015e4d54980d9b9b38fc49..0229879da606154bf09e76d505383be0bb7c2178 100644 |
--- a/cc/resources/picture_layer_tiling.cc |
+++ b/cc/resources/picture_layer_tiling.cc |
@@ -15,7 +15,6 @@ |
#include "cc/base/math_util.h" |
#include "cc/resources/tile.h" |
#include "cc/resources/tile_priority.h" |
-#include "cc/trees/occlusion_tracker.h" |
#include "ui/gfx/point_conversions.h" |
#include "ui/gfx/rect_conversions.h" |
#include "ui/gfx/safe_integer_conversions.h" |
@@ -540,9 +539,7 @@ void PictureLayerTiling::UpdateTilePriorities( |
const gfx::Rect& visible_layer_rect, |
float ideal_contents_scale, |
double current_frame_time_in_seconds, |
- const OcclusionTracker<LayerImpl>* occlusion_tracker, |
- const LayerImpl* render_target, |
- const gfx::Transform& draw_transform) { |
+ const Occlusion& occlusion_in_layer_space) { |
if (!NeedsUpdateForFrameAtTime(current_frame_time_in_seconds)) { |
// This should never be zero for the purposes of has_ever_been_updated(). |
DCHECK_NE(current_frame_time_in_seconds, 0.0); |
@@ -605,16 +602,10 @@ void PictureLayerTiling::UpdateTilePriorities( |
tile->SetPriority(tree, now_priority); |
// Set whether tile is occluded or not. |
- bool is_occluded = false; |
- if (occlusion_tracker) { |
- gfx::Rect tile_query_rect = ScaleToEnclosingRect( |
- IntersectRects(tile->content_rect(), visible_rect_in_content_space), |
- 1.0f / contents_scale_); |
- // TODO(vmpstr): Remove render_target and draw_transform from the |
- // parameters so they can be hidden from the tiling. |
- is_occluded = occlusion_tracker->Occluded( |
- render_target, tile_query_rect, draw_transform); |
- } |
+ gfx::Rect tile_query_rect = ScaleToEnclosingRect( |
+ IntersectRects(tile->content_rect(), visible_rect_in_content_space), |
+ 1.0f / contents_scale_); |
+ bool is_occluded = occlusion_in_layer_space.IsOccluded(tile_query_rect); |
tile->set_is_occluded(tree, is_occluded); |
} |