Index: cc/CCScrollbarLayerImpl.cpp |
diff --git a/cc/CCScrollbarLayerImpl.cpp b/cc/CCScrollbarLayerImpl.cpp |
index 185aecbe454a80758f875195469087f9a4fd963b..bac0fe4112b138cb43bc65eb8d036fd9cc445f1f 100644 |
--- a/cc/CCScrollbarLayerImpl.cpp |
+++ b/cc/CCScrollbarLayerImpl.cpp |
@@ -70,7 +70,7 @@ static FloatRect toUVRect(const WebRect& r, const IntRect& bounds) |
static_cast<float>(r.width) / bounds.width(), static_cast<float>(r.height) / bounds.height()); |
} |
-void CCScrollbarLayerImpl::appendQuads(CCQuadSink& quadSink, bool&) |
+void CCScrollbarLayerImpl::appendQuads(CCQuadSink& quadSink, CCAppendQuadsData& appendQuadsData) |
{ |
bool premultipledAlpha = false; |
bool flipped = false; |
@@ -78,7 +78,7 @@ void CCScrollbarLayerImpl::appendQuads(CCQuadSink& quadSink, bool&) |
IntRect boundsRect(IntPoint(), contentBounds()); |
CCSharedQuadState* sharedQuadState = quadSink.useSharedQuadState(createSharedQuadState()); |
- appendDebugBorderQuad(quadSink, sharedQuadState); |
+ appendDebugBorderQuad(quadSink, sharedQuadState, appendQuadsData); |
WebRect thumbRect, backTrackRect, foreTrackRect; |
m_geometry->splitTrack(&m_scrollbar, m_geometry->trackRect(&m_scrollbar), backTrackRect, thumbRect, foreTrackRect); |
@@ -88,7 +88,7 @@ void CCScrollbarLayerImpl::appendQuads(CCQuadSink& quadSink, bool&) |
if (m_thumbResourceId && !thumbRect.isEmpty()) { |
OwnPtr<CCTextureDrawQuad> quad = CCTextureDrawQuad::create(sharedQuadState, IntRect(thumbRect.x, thumbRect.y, thumbRect.width, thumbRect.height), m_thumbResourceId, premultipledAlpha, uvRect, flipped); |
quad->setNeedsBlending(); |
- quadSink.append(quad.release()); |
+ quadSink.append(quad.release(), appendQuadsData); |
} |
if (!m_backTrackResourceId) |
@@ -96,12 +96,12 @@ void CCScrollbarLayerImpl::appendQuads(CCQuadSink& quadSink, bool&) |
// We only paint the track in two parts if we were given a texture for the forward track part. |
if (m_foreTrackResourceId && !foreTrackRect.isEmpty()) |
- quadSink.append(CCTextureDrawQuad::create(sharedQuadState, IntRect(foreTrackRect.x, foreTrackRect.y, foreTrackRect.width, foreTrackRect.height), m_foreTrackResourceId, premultipledAlpha, toUVRect(foreTrackRect, boundsRect), flipped)); |
+ quadSink.append(CCTextureDrawQuad::create(sharedQuadState, IntRect(foreTrackRect.x, foreTrackRect.y, foreTrackRect.width, foreTrackRect.height), m_foreTrackResourceId, premultipledAlpha, toUVRect(foreTrackRect, boundsRect), flipped), appendQuadsData); |
// Order matters here: since the back track texture is being drawn to the entire contents rect, we must append it after the thumb and |
// fore track quads. The back track texture contains (and displays) the buttons. |
if (!boundsRect.isEmpty()) |
- quadSink.append(CCTextureDrawQuad::create(sharedQuadState, IntRect(boundsRect), m_backTrackResourceId, premultipledAlpha, uvRect, flipped)); |
+ quadSink.append(CCTextureDrawQuad::create(sharedQuadState, IntRect(boundsRect), m_backTrackResourceId, premultipledAlpha, uvRect, flipped), appendQuadsData); |
} |
void CCScrollbarLayerImpl::didLoseContext() |