#include "cc/layers/layer_lists.h"
#include "cc/quads/render_pass.h"
#include "cc/quads/shared_quad_state.h"
-#include "ui/gfx/rect.h"
-#include "ui/gfx/rect_f.h"
+#include "ui/gfx/geometry/rect.h"
+#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/transform.h"
namespace cc {
class DelegatedRendererLayerImpl;
template <typename LayerType>
class OcclusionTracker;
+class RenderPassId;
class RenderPassSink;
class LayerImpl;
template <typename LayerType>
DamageTracker* damage_tracker() const { return damage_tracker_.get(); }
- RenderPass::Id RenderPassId();
+ RenderPassId GetRenderPassId();
void AppendRenderPasses(RenderPassSink* pass_sink);
void AppendQuads(RenderPass* render_pass,
const OcclusionTracker<LayerImpl>& occlusion_tracker,
AppendQuadsData* append_quads_data,
bool for_replica,
- RenderPass::Id render_pass_id);
+ RenderPassId render_pass_id);
private:
LayerImpl* owning_layer_;