Index: cc/trees/layer_sorter.cc |
diff --git a/cc/trees/layer_sorter.cc b/cc/trees/layer_sorter.cc |
index ffeb04a85311de6ede0e2759264f089c36497a8b..235397bfcf6f7b42c686c4948aa4b2528f08b436 100644 |
--- a/cc/trees/layer_sorter.cc |
+++ b/cc/trees/layer_sorter.cc |
@@ -254,7 +254,7 @@ float LayerShape::LayerZFromProjectedPoint(gfx::PointF p) const { |
return 0.f; |
// The intersection point would be given by: |
- // p + (n / d) * u but since we are only interested in the |
+ // p + (n / d) * u but since we are only interested in the |
// z coordinate and p's z coord is zero, all we need is the value of n/d. |
return n / d; |
} |
@@ -391,7 +391,6 @@ void LayerSorter::Sort(LayerList::iterator first, LayerList::iterator last) { |
DVLOG(2) << "Sorted list: "; |
while (active_edges_.size() || no_incoming_edge_node_list.size()) { |
while (no_incoming_edge_node_list.size()) { |
- |
// It is necessary to preserve the existing ordering of layers, when there |
// are no explicit dependencies (because this existing ordering has |
// correct z-index/layout ordering). To preserve this ordering, we process |