DCHECK(root_render_pass);
QuadList& quad_list = root_render_pass->quad_list;
- QuadList::Iterator candidate_iterator = quad_list.end();
- for (QuadList::Iterator it = quad_list.begin(); it != quad_list.end(); ++it) {
- const DrawQuad* draw_quad = &*it;
+ auto candidate_iterator = quad_list.end();
+ for (auto it = quad_list.begin(); it != quad_list.end(); ++it) {
+ const DrawQuad* draw_quad = *it;
if (draw_quad->material == DrawQuad::TEXTURE_CONTENT) {
const TextureDrawQuad& quad = *TextureDrawQuad::MaterialCast(draw_quad);
if (!resource_provider_->AllowOverlay(quad.resource_id)) {
bool intersects = false;
gfx::RectF rect = draw_quad->rect;
draw_quad->quadTransform().TransformRect(&rect);
- for (QuadList::Iterator overlap_iter = quad_list.begin();
- overlap_iter != it;
+ for (auto overlap_iter = quad_list.cbegin(); overlap_iter != it;
++overlap_iter) {
gfx::RectF overlap_rect = overlap_iter->rect;
overlap_iter->quadTransform().TransformRect(&overlap_rect);
if (candidate_iterator == quad_list.end())
return false;
const TextureDrawQuad& quad =
- *TextureDrawQuad::MaterialCast(&*candidate_iterator);
+ *TextureDrawQuad::MaterialCast(*candidate_iterator);
// Simple quads only.
gfx::OverlayTransform overlay_transform =