Index: cc/resources/tile_manager.cc |
diff --git a/cc/resources/tile_manager.cc b/cc/resources/tile_manager.cc |
index dff3a52f871ac6a80cd05b77e92fc25ab6b14fed..58bc1bc4b59f97c01083a0cc17977e84ff0cb351 100644 |
--- a/cc/resources/tile_manager.cc |
+++ b/cc/resources/tile_manager.cc |
@@ -424,7 +424,8 @@ void TileManager::SynchronouslyRasterizeTiles( |
// queue in case the last AssignGpuMemoryToTiles evicted some tiles that would |
// otherwise not be picked up by the old raster queue. |
client_->BuildRasterQueue(&raster_priority_queue_, |
- global_state_.tree_priority); |
+ global_state_.tree_priority, |
+ RasterTilePriorityQueue::Type::ALL); |
// Use on-demand raster for any tiles that have not been been assigned |
// memory. This ensures that we draw even when OOM. |
@@ -581,7 +582,8 @@ void TileManager::AssignGpuMemoryToTiles( |
eviction_priority_queue_is_up_to_date_ = false; |
client_->BuildRasterQueue(&raster_priority_queue_, |
- global_state_.tree_priority); |
+ global_state_.tree_priority, |
+ RasterTilePriorityQueue::Type::ALL); |
while (!raster_priority_queue_.IsEmpty()) { |
Tile* tile = raster_priority_queue_.Top(); |
@@ -980,7 +982,8 @@ void TileManager::CheckIfMoreTilesNeedToBePrepared() { |
// queue in case the last AssignGpuMemoryToTiles evicted some tiles that |
// would otherwise not be picked up by the old raster queue. |
client_->BuildRasterQueue(&raster_priority_queue_, |
- global_state_.tree_priority); |
+ global_state_.tree_priority, |
+ RasterTilePriorityQueue::Type::ALL); |
bool ready_to_activate = true; |
while (!raster_priority_queue_.IsEmpty()) { |
Tile* tile = raster_priority_queue_.Top(); |