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Side by Side Diff: Source/core/rendering/compositing/RenderLayerCompositor.h

Issue 208943005: Make OverlapMap a reference. We never actually pass null. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: merge correctly Created 6 years, 9 months ago
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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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276 void clearMappingForRenderLayerIncludingDescendants(RenderLayer*); 276 void clearMappingForRenderLayerIncludingDescendants(RenderLayer*);
277 277
278 void recursiveRepaintLayer(RenderLayer*); 278 void recursiveRepaintLayer(RenderLayer*);
279 279
280 void addToOverlapMap(OverlapMap&, RenderLayer*, const IntRect& layerBounds); 280 void addToOverlapMap(OverlapMap&, RenderLayer*, const IntRect& layerBounds);
281 281
282 // Forces an update for all frames of frame tree recursively. Used only when the mainFrame compositor is ready to 282 // Forces an update for all frames of frame tree recursively. Used only when the mainFrame compositor is ready to
283 // finish all deferred work. 283 // finish all deferred work.
284 static void finishCompositingUpdateForFrameTree(LocalFrame*); 284 static void finishCompositingUpdateForFrameTree(LocalFrame*);
285 285
286 void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer* , OverlapMap*, struct CompositingRecursionData&, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants, IntRect& absoluteDecendantBoundingB ox); 286 void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer* , OverlapMap&, struct CompositingRecursionData&, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants, IntRect& absoluteDecendantBoundingB ox);
287 287
288 // Defines which RenderLayers will paint into which composited backings, by allocating and destroying CompositedLayerMappings as needed. 288 // Defines which RenderLayers will paint into which composited backings, by allocating and destroying CompositedLayerMappings as needed.
289 void assignLayersToBackings(RenderLayer*, bool& layersChanged); 289 void assignLayersToBackings(RenderLayer*, bool& layersChanged);
290 void assignLayersToBackingsInternal(RenderLayer*, SquashingState&, bool& lay ersChanged, RenderLayer* clippingAncestor); 290 void assignLayersToBackingsInternal(RenderLayer*, SquashingState&, bool& lay ersChanged, RenderLayer* clippingAncestor);
291 291
292 // Allocates, sets up hierarchy, and sets appropriate properties for the Gra phicsLayers that correspond to a given 292 // Allocates, sets up hierarchy, and sets appropriate properties for the Gra phicsLayers that correspond to a given
293 // composited RenderLayer. Does nothing if the given RenderLayer does not ha ve a CompositedLayerMapping. 293 // composited RenderLayer. Does nothing if the given RenderLayer does not ha ve a CompositedLayerMapping.
294 void updateGraphicsLayersMappedToRenderLayer(RenderLayer*); 294 void updateGraphicsLayersMappedToRenderLayer(RenderLayer*);
295 295
296 // Recurses down the tree, updating layer geometry only. 296 // Recurses down the tree, updating layer geometry only.
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385 OwnPtr<GraphicsLayer> m_layerForScrollCorner; 385 OwnPtr<GraphicsLayer> m_layerForScrollCorner;
386 #if USE(RUBBER_BANDING) 386 #if USE(RUBBER_BANDING)
387 OwnPtr<GraphicsLayer> m_layerForOverhangShadow; 387 OwnPtr<GraphicsLayer> m_layerForOverhangShadow;
388 #endif 388 #endif
389 }; 389 };
390 390
391 391
392 } // namespace WebCore 392 } // namespace WebCore
393 393
394 #endif // RenderLayerCompositor_h 394 #endif // RenderLayerCompositor_h
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