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1 /* | 1 /* |
2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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255 CompositingReasons subtreeReasonsForCompositing(RenderObject*, bool hasCompo
sitedDescendants, bool has3DTransformedDescendants) const; | 255 CompositingReasons subtreeReasonsForCompositing(RenderObject*, bool hasCompo
sitedDescendants, bool has3DTransformedDescendants) const; |
256 | 256 |
257 // Make or destroy the CompositedLayerMapping for this layer; returns true i
f the compositedLayerMapping changed. | 257 // Make or destroy the CompositedLayerMapping for this layer; returns true i
f the compositedLayerMapping changed. |
258 bool allocateOrClearCompositedLayerMapping(RenderLayer*); | 258 bool allocateOrClearCompositedLayerMapping(RenderLayer*); |
259 bool updateSquashingAssignment(RenderLayer*, SquashingState&); | 259 bool updateSquashingAssignment(RenderLayer*, SquashingState&); |
260 | 260 |
261 void clearMappingForRenderLayerIncludingDescendants(RenderLayer*); | 261 void clearMappingForRenderLayerIncludingDescendants(RenderLayer*); |
262 | 262 |
263 void recursiveRepaintLayer(RenderLayer*); | 263 void recursiveRepaintLayer(RenderLayer*); |
264 | 264 |
265 void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool&
boundsComputed); | 265 void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds); |
266 void addToOverlapMapRecursive(OverlapMap&, RenderLayer*, RenderLayer* ancest
orLayer = 0); | |
267 | 266 |
268 // Forces an update for all frames of frame tree recursively. Used only when
the mainFrame compositor is ready to | 267 // Forces an update for all frames of frame tree recursively. Used only when
the mainFrame compositor is ready to |
269 // finish all deferred work. | 268 // finish all deferred work. |
270 static void finishCompositingUpdateForFrameTree(LocalFrame*); | 269 static void finishCompositingUpdateForFrameTree(LocalFrame*); |
271 | 270 |
272 // Returns true if any layer's compositing changed | 271 void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer*
, OverlapMap*, struct CompositingRecursionData&, bool& descendantHas3DTransform,
Vector<RenderLayer*>& unclippedDescendants, IntRect& absoluteDecendantBoundingB
ox); |
273 void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer*
, OverlapMap*, struct CompositingRecursionData&, bool& descendantHas3DTransform,
Vector<RenderLayer*>& unclippedDescendants); | |
274 | 272 |
275 // Defines which RenderLayers will paint into which composited backings, by
allocating and destroying CompositedLayerMappings as needed. | 273 // Defines which RenderLayers will paint into which composited backings, by
allocating and destroying CompositedLayerMappings as needed. |
276 void assignLayersToBackings(RenderLayer*, bool& layersChanged); | 274 void assignLayersToBackings(RenderLayer*, bool& layersChanged); |
277 void assignLayersToBackingsInternal(RenderLayer*, SquashingState&, bool& lay
ersChanged); | 275 void assignLayersToBackingsInternal(RenderLayer*, SquashingState&, bool& lay
ersChanged); |
278 | 276 |
279 // Allocates, sets up hierarchy, and sets appropriate properties for the Gra
phicsLayers that correspond to a given | 277 // Allocates, sets up hierarchy, and sets appropriate properties for the Gra
phicsLayers that correspond to a given |
280 // composited RenderLayer. Does nothing if the given RenderLayer does not ha
ve a CompositedLayerMapping. | 278 // composited RenderLayer. Does nothing if the given RenderLayer does not ha
ve a CompositedLayerMapping. |
281 void updateGraphicsLayersMappedToRenderLayer(RenderLayer*); | 279 void updateGraphicsLayersMappedToRenderLayer(RenderLayer*); |
282 | 280 |
283 // Recurses down the tree, parenting descendant compositing layers and colle
cting an array of child layers for the current compositing layer. | 281 // Recurses down the tree, parenting descendant compositing layers and colle
cting an array of child layers for the current compositing layer. |
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372 OwnPtr<GraphicsLayer> m_layerForScrollCorner; | 370 OwnPtr<GraphicsLayer> m_layerForScrollCorner; |
373 #if USE(RUBBER_BANDING) | 371 #if USE(RUBBER_BANDING) |
374 OwnPtr<GraphicsLayer> m_layerForOverhangShadow; | 372 OwnPtr<GraphicsLayer> m_layerForOverhangShadow; |
375 #endif | 373 #endif |
376 }; | 374 }; |
377 | 375 |
378 | 376 |
379 } // namespace WebCore | 377 } // namespace WebCore |
380 | 378 |
381 #endif // RenderLayerCompositor_h | 379 #endif // RenderLayerCompositor_h |
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