Index: cc/layers/tiled_layer.cc |
diff --git a/cc/layers/tiled_layer.cc b/cc/layers/tiled_layer.cc |
index 24baef526eb67025dbfc24e929aa7db4eb8709a5..51bf212da3df826dc8ed1ea6dc45f2f27446df49 100644 |
--- a/cc/layers/tiled_layer.cc |
+++ b/cc/layers/tiled_layer.cc |
@@ -294,7 +294,7 @@ void TiledLayer::SetNeedsDisplayRect(const gfx::RectF& dirty_rect) { |
ContentsScalingLayer::SetNeedsDisplayRect(dirty_rect); |
} |
-void TiledLayer::InvalidateContentRect(gfx::Rect content_rect) { |
+void TiledLayer::InvalidateContentRect(const gfx::Rect& content_rect) { |
UpdateBounds(); |
if (tiler_->is_empty() || content_rect.IsEmpty() || skips_draw_) |
return; |
@@ -468,8 +468,8 @@ void TiledLayer::MarkTilesForUpdate(gfx::Rect* update_rect, |
} |
} |
-void TiledLayer::UpdateTileTextures(gfx::Rect update_rect, |
- gfx::Rect paint_rect, |
+void TiledLayer::UpdateTileTextures(const gfx::Rect& update_rect, |
+ const gfx::Rect& paint_rect, |
int left, |
int top, |
int right, |
@@ -593,8 +593,8 @@ namespace { |
// TODO(epenner): Remove this and make this based on distance once distance can |
// be calculated for offscreen layers. For now, prioritize all small animated |
// layers after 512 pixels of pre-painting. |
-void SetPriorityForTexture(gfx::Rect visible_rect, |
- gfx::Rect tile_rect, |
+void SetPriorityForTexture(const gfx::Rect& visible_rect, |
+ const gfx::Rect& tile_rect, |
bool draws_to_root, |
bool is_small_animated_layer, |
PrioritizedResource* texture) { |
@@ -684,7 +684,7 @@ void TiledLayer::ResetUpdateState() { |
} |
namespace { |
-gfx::Rect ExpandRectByDelta(gfx::Rect rect, gfx::Vector2d delta) { |
+gfx::Rect ExpandRectByDelta(const gfx::Rect& rect, gfx::Vector2d delta) { |
int width = rect.width() + std::abs(delta.x()); |
int height = rect.height() + std::abs(delta.y()); |
int x = rect.x() + ((delta.x() < 0) ? delta.x() : 0); |