| Index: Source/core/rendering/compositing/RenderLayerCompositor.h
|
| diff --git a/Source/core/rendering/compositing/RenderLayerCompositor.h b/Source/core/rendering/compositing/RenderLayerCompositor.h
|
| index b91ddbb9622b7f33f6fac942b29713972470ccb4..b2fcbe424c9116f44c319c6f9aba1540e7e15d5f 100644
|
| --- a/Source/core/rendering/compositing/RenderLayerCompositor.h
|
| +++ b/Source/core/rendering/compositing/RenderLayerCompositor.h
|
| @@ -166,12 +166,6 @@ public:
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|
|
| void setIsInWindow(bool);
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|
|
| - void clearMappingForAllRenderLayers();
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| -
|
| - // Walk the tree looking for layers with 3d transforms. Useful in case you need
|
| - // to know if there is non-affine content, e.g. for drawing into an image.
|
| - bool has3DContent() const;
|
| -
|
| static RenderLayerCompositor* frameContentsCompositor(RenderPart*);
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| // Return true if the layers changed.
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| static bool parentFrameContentLayers(RenderPart*);
|
| @@ -273,8 +267,6 @@ private:
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| bool allocateOrClearCompositedLayerMapping(RenderLayer*, CompositingStateTransitionType compositedLayerUpdate);
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| bool updateSquashingAssignment(RenderLayer*, SquashingState&, CompositingStateTransitionType compositedLayerUpdate);
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|
|
| - void clearMappingForRenderLayerIncludingDescendants(RenderLayer*);
|
| -
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| void recursiveRepaintLayer(RenderLayer*);
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|
|
| void addToOverlapMap(OverlapMap&, RenderLayer*, const IntRect& layerBounds);
|
| @@ -289,18 +281,10 @@ private:
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| void assignLayersToBackings(RenderLayer*, bool& layersChanged);
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| void assignLayersToBackingsInternal(RenderLayer*, SquashingState&, bool& layersChanged, RenderLayer* clippingAncestor);
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|
|
| - // Allocates, sets up hierarchy, and sets appropriate properties for the GraphicsLayers that correspond to a given
|
| - // composited RenderLayer. Does nothing if the given RenderLayer does not have a CompositedLayerMapping.
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| - void updateGraphicsLayersMappedToRenderLayer(RenderLayer*);
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| -
|
| - // Recurses down the tree, updating layer geometry only.
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| - void updateLayerTreeGeometry(RenderLayer*);
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| -
|
| // Hook compositing layers together
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| void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer);
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| void removeCompositedChildren(RenderLayer*);
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|
|
| - bool layerHas3DContent(const RenderLayer*) const;
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| bool isRunningAcceleratedTransformAnimation(RenderObject*) const;
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|
|
| bool hasAnyAdditionalCompositedLayers(const RenderLayer* rootLayer) const;
|
| @@ -324,9 +308,6 @@ private:
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|
|
| void addViewportConstrainedLayer(RenderLayer*);
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|
|
| - FixedPositionViewportConstraints computeFixedViewportConstraints(RenderLayer*) const;
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| - StickyPositionViewportConstraints computeStickyViewportConstraints(RenderLayer*) const;
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| -
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| bool requiresHorizontalScrollbarLayer() const;
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| bool requiresVerticalScrollbarLayer() const;
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| bool requiresScrollCornerLayer() const;
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|
|