Index: cc/CCLayerTreeHostImpl.cpp |
diff --git a/cc/CCLayerTreeHostImpl.cpp b/cc/CCLayerTreeHostImpl.cpp |
index 479348230892e799dbfa1596f84d39483b501013..606ed38a0e819c25b126f336a721d776c1e0d8fe 100644 |
--- a/cc/CCLayerTreeHostImpl.cpp |
+++ b/cc/CCLayerTreeHostImpl.cpp |
@@ -937,6 +937,7 @@ CCInputHandlerClient::ScrollStatus CCLayerTreeHostImpl::scrollBegin(const IntPoi |
// so that the scrolling contents exactly follow the user's finger. In contrast, wheel |
// events are already in local layer coordinates so we can just apply them directly. |
m_scrollDeltaIsInScreenSpace = (type == Gesture); |
+ m_didImplThreadScroll = true; |
return ScrollStarted; |
} |
return ScrollIgnored; |
@@ -1034,6 +1035,7 @@ void CCLayerTreeHostImpl::clearCurrentlyScrollingLayer() |
{ |
m_currentlyScrollingLayerImpl = 0; |
m_scrollingLayerIdFromPreviousTree = -1; |
+ m_didImplThreadScroll = false; |
enne (OOO)
2012/09/28 18:54:29
This seems a little weird to me. If a scroll gest
tdanderson
2012/10/01 19:38:12
Thanks for the feedback. Instead of using a boolea
|
} |
void CCLayerTreeHostImpl::scrollEnd() |
@@ -1288,6 +1290,7 @@ void CCLayerTreeHostImpl::renderingStats(CCRenderingStats* stats) const |
{ |
stats->numFramesSentToScreen = fpsCounter()->currentFrameNumber(); |
stats->droppedFrameCount = fpsCounter()->droppedFrameCount(); |
+ stats->didImplThreadScroll = m_didImplThreadScroll; |
} |
void CCLayerTreeHostImpl::animateScrollbars(double monotonicTime) |