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Side by Side Diff: Source/core/layout/svg/LayoutSVGResourcePattern.h

Issue 1356053002: Consider Layout tree cycles when resolving the <pattern> content element (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 5 years, 3 months ago
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1 /* 1 /*
2 * Copyright (C) 2006 Nikolas Zimmermann <zimmermann@kde.org> 2 * Copyright (C) 2006 Nikolas Zimmermann <zimmermann@kde.org>
3 * Copyright (C) Research In Motion Limited 2010. All rights reserved. 3 * Copyright (C) Research In Motion Limited 2010. All rights reserved.
4 * Copyright 2014 The Chromium Authors. All rights reserved. 4 * Copyright 2014 The Chromium Authors. All rights reserved.
5 * 5 *
6 * This library is free software; you can redistribute it and/or 6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Library General Public 7 * modify it under the terms of the GNU Library General Public
8 * License as published by the Free Software Foundation; either 8 * License as published by the Free Software Foundation; either
9 * version 2 of the License, or (at your option) any later version. 9 * version 2 of the License, or (at your option) any later version.
10 * 10 *
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50 SVGPaintServer preparePaintServer(const LayoutObject&) override; 50 SVGPaintServer preparePaintServer(const LayoutObject&) override;
51 51
52 static const LayoutSVGResourceType s_resourceType = PatternResourceType; 52 static const LayoutSVGResourceType s_resourceType = PatternResourceType;
53 LayoutSVGResourceType resourceType() const override { return s_resourceType; } 53 LayoutSVGResourceType resourceType() const override { return s_resourceType; }
54 54
55 private: 55 private:
56 PassOwnPtr<PatternData> buildPatternData(const LayoutObject&); 56 PassOwnPtr<PatternData> buildPatternData(const LayoutObject&);
57 PassRefPtr<const SkPicture> asPicture(const FloatRect& tile, const AffineTra nsform&) const; 57 PassRefPtr<const SkPicture> asPicture(const FloatRect& tile, const AffineTra nsform&) const;
58 PatternData* patternForLayoutObject(const LayoutObject&); 58 PatternData* patternForLayoutObject(const LayoutObject&);
59 59
60 const LayoutSVGResourceContainer* resolveContentElement() const;
61
60 bool m_shouldCollectPatternAttributes : 1; 62 bool m_shouldCollectPatternAttributes : 1;
61 #if ENABLE(OILPAN) 63 #if ENABLE(OILPAN)
62 Persistent<PatternAttributesWrapper> m_attributesWrapper; 64 Persistent<PatternAttributesWrapper> m_attributesWrapper;
63 65
64 PatternAttributes& mutableAttributes() { return m_attributesWrapper->attribu tes(); } 66 PatternAttributes& mutableAttributes() { return m_attributesWrapper->attribu tes(); }
65 const PatternAttributes& attributes() const { return m_attributesWrapper->at tributes(); } 67 const PatternAttributes& attributes() const { return m_attributesWrapper->at tributes(); }
66 #else 68 #else
67 PatternAttributes m_attributes; 69 PatternAttributes m_attributes;
68 70
69 PatternAttributes& mutableAttributes() { return m_attributes; } 71 PatternAttributes& mutableAttributes() { return m_attributes; }
70 const PatternAttributes& attributes() const { return m_attributes; } 72 const PatternAttributes& attributes() const { return m_attributes; }
71 #endif 73 #endif
72 74
73 // FIXME: we can almost do away with this per-object map, but not quite: the tile size can be 75 // FIXME: we can almost do away with this per-object map, but not quite: the tile size can be
74 // relative to the client bounding box, and it gets captured in the cached P attern shader. 76 // relative to the client bounding box, and it gets captured in the cached P attern shader.
75 // Hence, we need one Pattern shader per client. The display list OTOH is th e same => we 77 // Hence, we need one Pattern shader per client. The display list OTOH is th e same => we
76 // should be able to cache a single display list per LayoutSVGResourcePatter n + one 78 // should be able to cache a single display list per LayoutSVGResourcePatter n + one
77 // Pattern(shader) for each client -- this would avoid re-recording when mul tiple clients 79 // Pattern(shader) for each client -- this would avoid re-recording when mul tiple clients
78 // share the same pattern. 80 // share the same pattern.
79 HashMap<const LayoutObject*, OwnPtr<PatternData>> m_patternMap; 81 HashMap<const LayoutObject*, OwnPtr<PatternData>> m_patternMap;
80 }; 82 };
81 83
82 } 84 }
83 85
84 #endif 86 #endif
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