diff --git a/flow/layers/physical_model_layer.cc b/flow/layers/physical_model_layer.cc index 03c767f97ad85..4104d24eab49c 100644 --- a/flow/layers/physical_model_layer.cc +++ b/flow/layers/physical_model_layer.cc @@ -41,7 +41,8 @@ void PhysicalModelLayer::Preroll(PrerollContext* context, void PhysicalModelLayer::UpdateScene(SceneUpdateContext& context) { FXL_DCHECK(needs_system_composite()); - SceneUpdateContext::Frame frame(context, rrect_, color_, elevation_); + SceneUpdateContext::Frame frame(context, shape_->getFrameRRect(), color_, + elevation_); for (auto& layer : layers()) { if (layer->needs_painting()) { frame.AddPaintedLayer(layer.get()); diff --git a/flow/layers/physical_model_layer.h b/flow/layers/physical_model_layer.h index bf12fa932a444..27072ca365765 100644 --- a/flow/layers/physical_model_layer.h +++ b/flow/layers/physical_model_layer.h @@ -53,6 +53,7 @@ class PhysicalModelLayer : public ContainerLayer { // TODO(amirh): remove this once Scenic supports arbitrary shaped layers. class PhysicalLayerShape { public: + virtual ~PhysicalLayerShape() = default; virtual const SkRect& getBounds() const = 0; virtual SkPath getPath() const = 0; virtual void clipCanvas(SkCanvas& canvas) const = 0;