Index: Source/core/rendering/RenderView.cpp |
diff --git a/Source/core/rendering/RenderView.cpp b/Source/core/rendering/RenderView.cpp |
index 1656814b743940e98071c60f4aafacabb0e2487e..ae74c00e276ca1ebc4a24c2a5af4af70e1facbad 100644 |
--- a/Source/core/rendering/RenderView.cpp |
+++ b/Source/core/rendering/RenderView.cpp |
@@ -54,7 +54,6 @@ RenderView::RenderView(Document* document) |
, m_selectionEnd(0) |
, m_selectionStartPos(-1) |
, m_selectionEndPos(-1) |
- , m_maximalOutlineSize(0) |
, m_pageLogicalHeight(0) |
, m_pageLogicalHeightChanged(false) |
, m_layoutState(0) |
@@ -587,19 +586,6 @@ void RenderView::repaintSelection() const |
} |
} |
-// Compositing layer dimensions take outline size into account, so we have to recompute layer |
-// bounds when it changes. |
-// FIXME: This is ugly; it would be nice to have a better way to do this. |
-void RenderView::setMaximalOutlineSize(int o) |
-{ |
- if (o != m_maximalOutlineSize) { |
- m_maximalOutlineSize = o; |
- |
- // maximalOutlineSize affects compositing layer dimensions. |
- compositor()->setCompositingLayersNeedRebuild(); // FIXME: this really just needs to be a geometry update. |
- } |
-} |
- |
// When exploring the RenderTree looking for the nodes involved in the Selection, sometimes it's |
// required to change the traversing direction because the "start" position is below the "end" one. |
static inline RenderObject* getNextOrPrevRenderObjectBasedOnDirection(const RenderObject* o, const RenderObject* stop, bool& continueExploring, bool& exploringBackwards) |