| Index: Source/core/rendering/RenderLayerCompositor.cpp
|
| diff --git a/Source/core/rendering/RenderLayerCompositor.cpp b/Source/core/rendering/RenderLayerCompositor.cpp
|
| index 1b8d51ed94b5ba2d93e2f6ad083ed0b1dd0fef50..15ecec827bcb3cf4bf5883b1ffbe45b3b7db19c2 100644
|
| --- a/Source/core/rendering/RenderLayerCompositor.cpp
|
| +++ b/Source/core/rendering/RenderLayerCompositor.cpp
|
| @@ -296,8 +296,11 @@ bool RenderLayerCompositor::canRender3DTransforms() const
|
|
|
| void RenderLayerCompositor::setCompositingLayersNeedRebuild(bool needRebuild)
|
| {
|
| + // FIXME: crbug,com/332248 ideally this could be merged with setNeedsCompositingUpdate().
|
| if (inCompositingMode())
|
| m_compositingLayersNeedRebuild = needRebuild;
|
| +
|
| + m_renderView->frameView()->scheduleAnimation();
|
| }
|
|
|
| void RenderLayerCompositor::updateCompositingRequirementsState()
|
| @@ -385,10 +388,7 @@ void RenderLayerCompositor::setNeedsCompositingUpdate(CompositingUpdateType upda
|
| break;
|
| }
|
|
|
| - // FIXME: some senior devs are suggesting that we need to always schedule a frame here.
|
| - // but we do seem to reach this point in code when frames are unnecessary and
|
| - // we need to resolve those instances before initiating a frame here, otherwise
|
| - // performance will regress by forcing unnecessary frames.
|
| + m_renderView->frameView()->scheduleAnimation();
|
| }
|
|
|
| void RenderLayerCompositor::updateCompositingLayers()
|
|
|