Fork: Use visible_rect_for_tile_priority_ where appropriate
BUG: 17664299
Change-Id: Ia0a4d6f20aa0c83e98a3e205e015217cafcaa550
diff --git a/cc/layers/picture_layer_impl.cc b/cc/layers/picture_layer_impl.cc
index 4a43c71..64b774b 100644
--- a/cc/layers/picture_layer_impl.cc
+++ b/cc/layers/picture_layer_impl.cc
@@ -469,7 +469,7 @@
gfx::Rect visible_rect_in_content_space(
GetViewportForTilePriorityInContentSpace());
- visible_rect_in_content_space.Intersect(visible_content_rect());
+ visible_rect_in_content_space.Intersect(visible_rect_for_tile_priority_);
gfx::Rect visible_layer_rect = gfx::ScaleToEnclosingRect(
visible_rect_in_content_space, 1.f / contents_scale_x());
WhichTree tree =
@@ -781,10 +781,10 @@
// higher res on the active tree to a lower res on the pending tree.
// First, early out for layers with no visible content.
- if (visible_content_rect().IsEmpty())
+ if (visible_rect_for_tile_priority_.IsEmpty())
return;
- gfx::Rect rect(visible_content_rect());
+ gfx::Rect rect(visible_rect_for_tile_priority_);
// Only mark tiles inside the viewport for tile priority as required for
// activation. This viewport is normally the same as the draw viewport but
@@ -1425,7 +1425,7 @@
if (!tilings_)
return true;
- if (visible_content_rect().IsEmpty())
+ if (visible_rect_for_tile_priority_.IsEmpty())
return true;
for (size_t i = 0; i < tilings_->num_tilings(); ++i) {
@@ -1434,7 +1434,7 @@
tiling->resolution() != LOW_RESOLUTION)
continue;
- gfx::Rect rect(visible_content_rect());
+ gfx::Rect rect(visible_rect_for_tile_priority_);
for (PictureLayerTiling::CoverageIterator iter(
tiling, contents_scale_x(), rect);
iter;