Index: Source/core/rendering/RenderLayer.cpp |
diff --git a/Source/core/rendering/RenderLayer.cpp b/Source/core/rendering/RenderLayer.cpp |
index 43d2eba4f4e2a7c3794a14cc28ea2808e89fe030..5684f7b21f4c66899be5b6e59ae88b4009e030a8 100644 |
--- a/Source/core/rendering/RenderLayer.cpp |
+++ b/Source/core/rendering/RenderLayer.cpp |
@@ -248,28 +248,6 @@ void RenderLayer::setSubpixelAccumulation(const LayoutSize& size) |
m_subpixelAccumulation = size; |
} |
-LayoutPoint RenderLayer::computeOffsetFromRoot(bool& hasLayerOffset) const |
-{ |
- hasLayerOffset = true; |
- |
- if (!parent()) |
- return LayoutPoint(); |
- |
- // This is similar to root() but we check if an ancestor layer would |
- // prevent the optimization from working. |
- const RenderLayer* rootLayer = 0; |
- for (const RenderLayer* parentLayer = parent(); parentLayer; rootLayer = parentLayer, parentLayer = parentLayer->parent()) { |
- hasLayerOffset = parentLayer->canUseConvertToLayerCoords(); |
- if (!hasLayerOffset) |
- return LayoutPoint(); |
- } |
- ASSERT(rootLayer == root()); |
- |
- LayoutPoint offset; |
- parent()->convertToLayerCoords(rootLayer, offset); |
- return offset; |
-} |
- |
void RenderLayer::updateLayerPositionsAfterLayout(const RenderLayer* rootLayer, UpdateLayerPositionsFlags flags) |
{ |
TRACE_EVENT0("blink_rendering", "RenderLayer::updateLayerPositionsAfterLayout"); |
@@ -1555,20 +1533,6 @@ void RenderLayer::insertOnlyThisLayer() |
m_clipper.clearClipRectsIncludingDescendants(); |
} |
-void RenderLayer::convertToPixelSnappedLayerCoords(const RenderLayer* ancestorLayer, IntPoint& roundedLocation) const |
-{ |
- LayoutPoint location = roundedLocation; |
- convertToLayerCoords(ancestorLayer, location); |
- roundedLocation = roundedIntPoint(location); |
-} |
- |
-void RenderLayer::convertToPixelSnappedLayerCoords(const RenderLayer* ancestorLayer, IntRect& roundedRect) const |
-{ |
- LayoutRect rect = roundedRect; |
- convertToLayerCoords(ancestorLayer, rect); |
- roundedRect = pixelSnappedIntRect(rect); |
-} |
- |
// Returns the layer reached on the walk up towards the ancestor. |
static inline const RenderLayer* accumulateOffsetTowardsAncestor(const RenderLayer* layer, const RenderLayer* ancestorLayer, LayoutPoint& location) |
{ |
@@ -2734,15 +2698,6 @@ bool RenderLayer::isInTopLayer() const |
return node && node->isElementNode() && toElement(node)->isInTopLayer(); |
} |
-bool RenderLayer::isInTopLayerSubtree() const |
-{ |
- for (const RenderLayer* layer = this; layer; layer = layer->parent()) { |
- if (layer->isInTopLayer()) |
- return true; |
- } |
- return false; |
-} |
- |
// Compute the z-offset of the point in the transformState. |
// This is effectively projecting a ray normal to the plane of ancestor, finding where that |
// ray intersects target, and computing the z delta between those two points. |
@@ -3492,11 +3447,6 @@ bool RenderLayer::isAllowedToQueryCompositingState() const |
return renderer()->document().lifecycle().state() >= DocumentLifecycle::InCompositingUpdate; |
} |
-bool RenderLayer::isInCompositingUpdate() const |
-{ |
- return renderer()->document().lifecycle().state() == DocumentLifecycle::InCompositingUpdate; |
-} |
- |
CompositedLayerMappingPtr RenderLayer::compositedLayerMapping() const |
{ |
ASSERT(isAllowedToQueryCompositingState()); |