| Index: Source/core/rendering/compositing/CompositedLayerMapping.h
|
| diff --git a/Source/core/rendering/compositing/CompositedLayerMapping.h b/Source/core/rendering/compositing/CompositedLayerMapping.h
|
| index dcb0253677b7fab01b03d4bcc956002ca236ff2b..f27798cfeac168db33fe721544692d688571ebf7 100644
|
| --- a/Source/core/rendering/compositing/CompositedLayerMapping.h
|
| +++ b/Source/core/rendering/compositing/CompositedLayerMapping.h
|
| @@ -51,6 +51,9 @@ struct GraphicsLayerPaintInfo {
|
| // known, then we can trivially convert this offset to m_squashingLayer's space.
|
| LayoutSize offsetFromSquashingCLM;
|
|
|
| + // The clip rect to apply, in the local coordinate space of the squashed layer, when painting it.
|
| + IntRect localClipRectForSquashedLayer;
|
| +
|
| // Offset describing where this squashed RenderLayer paints into the shared GraphicsLayer backing.
|
| IntSize offsetFromRenderer;
|
| LayoutSize subpixelAccumulation;
|
| @@ -205,6 +208,9 @@ public:
|
| return m_squashingLayerOffsetFromTransformedAncestor;
|
| }
|
|
|
| + // If there is a squashed layer painting into this CLM that is an ancestor of the given RenderObject, return it. Otherwise return 0.
|
| + const GraphicsLayerPaintInfo* containingSquashedLayer(const RenderObject*) const;
|
| +
|
| private:
|
| void createPrimaryGraphicsLayer();
|
| void destroyGraphicsLayers();
|
| @@ -276,6 +282,13 @@ private:
|
|
|
| void doPaintTask(GraphicsLayerPaintInfo&, GraphicsContext*, const IntRect& clip);
|
|
|
| + // Computes the background clip rect for the given squashed layer, up to any containing layer that is squashed into the
|
| + // same squashing layer and contains this squashed layer's clipping ancestor.
|
| + // The clip rect is returned in the coordinate space of the given squashed layer.
|
| + // If there is no such containing layer, returns the infinite rect.
|
| + // FIXME: unify this code with the code that sets up m_ancestorClippingLayer. They are doing very similar things.
|
| + IntRect localClipRectForSquashedLayer(const GraphicsLayerPaintInfo&) const;
|
| +
|
| RenderLayer& m_owningLayer;
|
|
|
| // The hierarchy of layers that is maintained by the CompositedLayerMapping looks like this:
|
|
|