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-rw-r--r--src/core/delegated_frame_node.cpp11
1 files changed, 1 insertions, 10 deletions
diff --git a/src/core/delegated_frame_node.cpp b/src/core/delegated_frame_node.cpp
index aebdfd027..724c2c9bc 100644
--- a/src/core/delegated_frame_node.cpp
+++ b/src/core/delegated_frame_node.cpp
@@ -54,7 +54,6 @@
#include "base/message_loop/message_loop.h"
#include "base/bind.h"
#include "cc/output/delegated_frame_data.h"
-#include "cc/quads/checkerboard_draw_quad.h"
#include "cc/quads/debug_border_draw_quad.h"
#include "cc/quads/draw_quad.h"
#include "cc/quads/render_pass_draw_quad.h"
@@ -546,15 +545,7 @@ void DelegatedFrameNode::commit(ChromiumCompositorData *chromiumCompositorData,
}
switch (quad->material) {
- case cc::DrawQuad::CHECKERBOARD: {
- const cc::CheckerboardDrawQuad *cbquad = cc::CheckerboardDrawQuad::MaterialCast(quad);
- QSGSimpleRectNode *rectangleNode = new QSGSimpleRectNode;
-
- rectangleNode->setRect(toQt(quad->rect));
- rectangleNode->setColor(toQt(cbquad->color));
- currentLayerChain->appendChildNode(rectangleNode);
- break;
- } case cc::DrawQuad::RENDER_PASS: {
+ case cc::DrawQuad::RENDER_PASS: {
const cc::RenderPassDrawQuad *renderPassQuad = cc::RenderPassDrawQuad::MaterialCast(quad);
QSGTexture *layer = findRenderPassLayer(renderPassQuad->render_pass_id, m_sgObjects.renderPassLayers).data();
// cc::GLRenderer::DrawRenderPassQuad silently ignores missing render passes.