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-rw-r--r--cc/render_pass.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/cc/render_pass.cc b/cc/render_pass.cc
index 57f9829..935458a 100644
--- a/cc/render_pass.cc
+++ b/cc/render_pass.cc
@@ -92,7 +92,7 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac
// Manually create the quad state for the gutter quads, as the root layer
// doesn't have any bounds and so can't generate this itself.
// FIXME: Make the gutter quads generated by the solid color layer (make it smarter about generating quads to fill unoccluded areas).
- IntRect rootTargetRect = rootLayer->renderSurface()->contentRect();
+ gfx::Rect rootTargetRect = rootLayer->renderSurface()->contentRect();
float opacity = 1;
bool opaque = true;
SharedQuadState* sharedQuadState = quadCuller.useSharedQuadState(SharedQuadState::create(rootLayer->drawTransform(), rootTargetRect, rootTargetRect, opacity, opaque));
@@ -101,7 +101,7 @@ void RenderPass::appendQuadsToFillScreen(LayerImpl* rootLayer, SkColor screenBac
Vector<WebCore::IntRect> fillRects = fillRegion.rects();
for (size_t i = 0; i < fillRects.size(); ++i) {
// The root layer transform is composed of translations and scales only, no perspective, so mapping is sufficient.
- IntRect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i]));
+ gfx::Rect layerRect = MathUtil::mapClippedRect(transformToLayerSpace, cc::IntRect(fillRects[i]));
// Skip the quad culler and just append the quads directly to avoid occlusion checks.
m_quadList.append(SolidColorDrawQuad::create(sharedQuadState, layerRect, screenBackgroundColor).PassAs<DrawQuad>());
}