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authorvollick <vollick@chromium.org>2016-03-22 11:33:27 -0700
committerCommit bot <commit-bot@chromium.org>2016-03-22 18:35:30 +0000
commit83fbfc832bb24abbea9c9dfa4ff17ad20bc047f4 (patch)
treefbb9da14d918cda98c34b7ae441a684a0293650a /cc/trees/layer_tree_host_common.cc
parentb08686b8c95ece5c34b49904496fdaa06094c0ff (diff)
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Transfer LayerImpl ownership to LayerTreeImpl
I have taken a very simple strategy. I have retained all LayerImpl functions related to transfer of ownership (AddChild, etc). These now update raw pointers on the LayerImpl as well as updating true ownership by talking to the LTI. This allows most unit test code to remain as is. LayerImpl's may be constructed and ownership may be transferred just as it had been. BUG=594026 CQ_INCLUDE_TRYBOTS=tryserver.blink:linux_blink_rel Review URL: https://codereview.chromium.org/1801853002 Cr-Commit-Position: refs/heads/master@{#382619}
Diffstat (limited to 'cc/trees/layer_tree_host_common.cc')
-rw-r--r--cc/trees/layer_tree_host_common.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/cc/trees/layer_tree_host_common.cc b/cc/trees/layer_tree_host_common.cc
index 83c9c75..77b327b 100644
--- a/cc/trees/layer_tree_host_common.cc
+++ b/cc/trees/layer_tree_host_common.cc
@@ -824,23 +824,23 @@ void CalculateRenderSurfaceLayerList(
if (render_to_separate_surface)
layer->render_surface()->SetAccumulatedContentRect(gfx::Rect());
- for (const auto& child_layer : layer->children()) {
+ for (auto* child_layer : layer->children()) {
CalculateRenderSurfaceLayerList(
- child_layer.get(), property_trees, render_surface_layer_list,
- descendants, nearest_occlusion_immune_ancestor, layer_is_drawn,
+ child_layer, property_trees, render_surface_layer_list, descendants,
+ nearest_occlusion_immune_ancestor, layer_is_drawn,
can_render_to_separate_surface, current_render_surface_layer_list_id,
max_texture_size);
// If the child is its own render target, then it has a render surface.
- if (child_layer->render_target() == child_layer.get() &&
+ if (child_layer->render_target() == child_layer &&
!child_layer->render_surface()->layer_list().empty() &&
!child_layer->render_surface()->content_rect().IsEmpty()) {
// This child will contribute its render surface, which means
// we need to mark just the mask layer (and replica mask layer)
// with the id.
MarkMasksWithRenderSurfaceLayerListId(
- child_layer.get(), current_render_surface_layer_list_id);
- descendants->push_back(child_layer.get());
+ child_layer, current_render_surface_layer_list_id);
+ descendants->push_back(child_layer);
}
if (child_layer->layer_or_descendant_is_drawn()) {