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

Issue 219223008: Revert of Revert of Put the squashing layer underneath the ancestor clipping layer if present. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 6 years, 8 months ago
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1 /* 1 /*
2 * Copyright (C) 2009, 2010, 2011 Apple Inc. All rights reserved. 2 * Copyright (C) 2009, 2010, 2011 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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342 // 342 //
343 // With the hierarchy set up like this, the root content layer is able to sc roll without affecting 343 // With the hierarchy set up like this, the root content layer is able to sc roll without affecting
344 // the background layer (or repainting). 344 // the background layer (or repainting).
345 OwnPtr<GraphicsLayer> m_foregroundLayer; // Only used in cases where we need to draw the foreground separately. 345 OwnPtr<GraphicsLayer> m_foregroundLayer; // Only used in cases where we need to draw the foreground separately.
346 OwnPtr<GraphicsLayer> m_backgroundLayer; // Only used in cases where we need to draw the background separately. 346 OwnPtr<GraphicsLayer> m_backgroundLayer; // Only used in cases where we need to draw the background separately.
347 347
348 OwnPtr<GraphicsLayer> m_layerForHorizontalScrollbar; 348 OwnPtr<GraphicsLayer> m_layerForHorizontalScrollbar;
349 OwnPtr<GraphicsLayer> m_layerForVerticalScrollbar; 349 OwnPtr<GraphicsLayer> m_layerForVerticalScrollbar;
350 OwnPtr<GraphicsLayer> m_layerForScrollCorner; 350 OwnPtr<GraphicsLayer> m_layerForScrollCorner;
351 351
352 OwnPtr<GraphicsLayer> m_squashingContainmentLayer; // Only used if any squas hed layers exist, to contain the squashed layers as siblings to the rest of the GraphicsLayer tree chunk. 352 // A squashing CLM has two possible squashing-related structures.
353 //
354 // If m_clippingAncestorLayer is present:
355 //
356 // m_clippingAncestorLayer
357 // + m_graphicsLayer
358 // + m_squashingLayer
359 //
360 // If not:
361 //
362 // m_squashingContainmentLayer
363 // + m_graphicsLayer
364 // + m_squashingLayer
365 OwnPtr<GraphicsLayer> m_squashingContainmentLayer; // Only used if any squas hed layers exist and m_squashingContainmentLayer is not present, to contain the squashed layers as siblings to the rest of the GraphicsLayer tree chunk.
353 OwnPtr<GraphicsLayer> m_squashingLayer; // Only used if any squashed layers exist, this is the backing that squashed layers paint into. 366 OwnPtr<GraphicsLayer> m_squashingLayer; // Only used if any squashed layers exist, this is the backing that squashed layers paint into.
354 Vector<GraphicsLayerPaintInfo> m_squashedLayers; 367 Vector<GraphicsLayerPaintInfo> m_squashedLayers;
355 368
356 LayoutRect m_compositedBounds; 369 LayoutRect m_compositedBounds;
357 LayoutSize m_subpixelAccumulation; // The accumulated subpixel offset of the compositedBounds compared to absolute coordinates. 370 LayoutSize m_subpixelAccumulation; // The accumulated subpixel offset of the compositedBounds compared to absolute coordinates.
358 371
359 bool m_artificiallyInflatedBounds : 1; // bounds had to be made non-zero to make transform-origin work 372 bool m_artificiallyInflatedBounds : 1; // bounds had to be made non-zero to make transform-origin work
360 bool m_isMainFrameRenderViewLayer : 1; 373 bool m_isMainFrameRenderViewLayer : 1;
361 bool m_requiresOwnBackingStoreForIntrinsicReasons : 1; 374 bool m_requiresOwnBackingStoreForIntrinsicReasons : 1;
362 bool m_requiresOwnBackingStoreForAncestorReasons : 1; 375 bool m_requiresOwnBackingStoreForAncestorReasons : 1;
363 bool m_canCompositeFilters : 1; 376 bool m_canCompositeFilters : 1;
364 bool m_backgroundLayerPaintsFixedRootBackground : 1; 377 bool m_backgroundLayerPaintsFixedRootBackground : 1;
365 bool m_needToUpdateGeometry : 1; 378 bool m_needToUpdateGeometry : 1;
366 bool m_needToUpdateGeometryOfAllDecendants : 1; 379 bool m_needToUpdateGeometryOfAllDecendants : 1;
367 }; 380 };
368 381
369 } // namespace WebCore 382 } // namespace WebCore
370 383
371 #endif // CompositedLayerMapping_h 384 #endif // CompositedLayerMapping_h
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