Index: cc/layers/delegated_renderer_layer_impl.cc |
diff --git a/cc/layers/delegated_renderer_layer_impl.cc b/cc/layers/delegated_renderer_layer_impl.cc |
index 199a15bbe7ddd78c25b1c538732018450a2a212f..c050c7d86a369f2110b2eb498b8639a21fde5bb0 100644 |
--- a/cc/layers/delegated_renderer_layer_impl.cc |
+++ b/cc/layers/delegated_renderer_layer_impl.cc |
@@ -444,8 +444,10 @@ void DelegatedRendererLayerImpl::AppendRenderPassQuads( |
quad_content_to_delegated_target_space.ConcatTransform(draw_transform()); |
} |
- gfx::Rect quad_visible_rect = occlusion_tracker.UnoccludedContentRect( |
- delegated_quad->visible_rect, quad_content_to_delegated_target_space); |
+ gfx::Rect quad_visible_rect = |
+ occlusion_tracker.GetCurrentOcclusionForLayer( |
danakj
2014/09/18 01:48:45
Are you going to pass the Occlusion instead of the
vmpstr
2014/09/18 21:45:19
Yeah, I wanna do it separately so if the world exp
|
+ quad_content_to_delegated_target_space) |
+ .GetUnoccludedContentRect(delegated_quad->visible_rect); |
if (quad_visible_rect.IsEmpty()) |
continue; |