Index: Source/WebCore/rendering/RenderLayer.h |
diff --git a/Source/WebCore/rendering/RenderLayer.h b/Source/WebCore/rendering/RenderLayer.h |
index 21a6c919dc01fd742dd8ee8f5dc6b7e0f7ca60b8..75c08b342fa9371566fb470519e4fc8478c4bcfd 100644 |
--- a/Source/WebCore/rendering/RenderLayer.h |
+++ b/Source/WebCore/rendering/RenderLayer.h |
@@ -62,6 +62,7 @@ class FilterOperations; |
class HitTestRequest; |
class HitTestResult; |
class HitTestingTransformState; |
+class PaintOrderLists; |
class RenderFlowThread; |
class RenderGeometryMap; |
class RenderLayerBacking; |
@@ -834,12 +835,17 @@ public: |
bool isOutOfFlowRenderFlowThread() const { return renderer()->isOutOfFlowRenderFlowThread(); } |
+ String paintOrderListsAsText(); |
+ PassRefPtr<PaintOrderLists> paintOrderLists(); |
+ |
private: |
enum CollectLayersBehavior { StopAtStackingContexts, StopAtStackingContainers }; |
void updateZOrderLists(); |
void rebuildZOrderLists(); |
- void rebuildZOrderLists(CollectLayersBehavior, OwnPtr<Vector<RenderLayer*> >&, OwnPtr<Vector<RenderLayer*> >&); |
+ // See the comment for collectLayers for information about the |
+ // layerToForceAsStackingContext parameter. |
+ void rebuildZOrderLists(CollectLayersBehavior, OwnPtr<Vector<RenderLayer*> >&, OwnPtr<Vector<RenderLayer*> >&, const RenderLayer* layerToForceAsStackingContext = 0); |
void clearZOrderLists(); |
void updateNormalFlowList(); |
@@ -854,6 +860,16 @@ private: |
bool acceleratedCompositingForOverflowScrollEnabled() const; |
void updateDescendantsAreContiguousInStackingOrder(); |
void updateDescendantsAreContiguousInStackingOrderRecursive(const HashMap<const RenderLayer*, int>&, int& minIndex, int& maxIndex, int& count, bool firstIteration); |
+ void collectBeforeAfterPromotionZOrderLists(RenderLayer* ancestorStackingContext, |
Ian Vollick
2013/04/16 19:17:41
Please combine these two methods. They're hard to
hartmanng
2013/04/17 18:00:20
Done.
|
+ OwnPtr<Vector<RenderLayer*> >& posZOrderListBeforePromote, |
+ OwnPtr<Vector<RenderLayer*> >& negZOrderListBeforePromote, |
+ OwnPtr<Vector<RenderLayer*> >& posZOrderListAfterPromote, |
+ OwnPtr<Vector<RenderLayer*> >& negZOrderListAfterPromote); |
+ void getPaintOrderLists(RenderLayer* ancestorStackingContext, |
+ OwnPtr<Vector<RenderLayer*> >& posZOrderListBeforePromote, |
+ OwnPtr<Vector<RenderLayer*> >& negZOrderListBeforePromote, |
+ OwnPtr<Vector<RenderLayer*> >& posZOrderListAfterPromote, |
+ OwnPtr<Vector<RenderLayer*> >& negZOrderListAfterPromote); |
void computeRepaintRects(const RenderLayerModelObject* repaintContainer, const RenderGeometryMap* = 0); |
void computeRepaintRectsIncludingDescendants(); |
@@ -908,7 +924,11 @@ private: |
LayoutPoint renderBoxLocation() const { return renderer()->isBox() ? toRenderBox(renderer())->location() : LayoutPoint(); } |
- void collectLayers(bool includeHiddenLayers, CollectLayersBehavior, OwnPtr<Vector<RenderLayer*> >&, OwnPtr<Vector<RenderLayer*> >&); |
+ // layerToForceAsStackingContext allows us to build pre-promotion and |
+ // post-promotion layer lists, by allowing us to treat a layer as if it is a |
+ // stacking context, without adding a new member to RenderLayer or modifying |
+ // the style (which could cause extra allocations). |
+ void collectLayers(bool includeHiddenLayers, CollectLayersBehavior, OwnPtr<Vector<RenderLayer*> >&, OwnPtr<Vector<RenderLayer*> >&, const RenderLayer* layerToForceAsStackingContext = 0); |
void updateCompositingAndLayerListsIfNeeded(); |