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() |