Index: third_party/WebKit/Source/platform/graphics/ImageBuffer.cpp |
diff --git a/third_party/WebKit/Source/platform/graphics/ImageBuffer.cpp b/third_party/WebKit/Source/platform/graphics/ImageBuffer.cpp |
index 503ca1b68bf770bcf2bd21f84d035740686197fd..f4e3248d600dc046d18d62d078acb113b362f420 100644 |
--- a/third_party/WebKit/Source/platform/graphics/ImageBuffer.cpp |
+++ b/third_party/WebKit/Source/platform/graphics/ImageBuffer.cpp |
@@ -150,18 +150,12 @@ bool ImageBuffer::isSurfaceValid() const { |
return m_surface->isValid(); |
} |
-bool ImageBuffer::isDirty() { |
- return m_client ? m_client->isDirty() : false; |
+void ImageBuffer::finalizeFrame() { |
+ m_surface->finalizeFrame(); |
} |
-void ImageBuffer::didFinalizeFrame() { |
- if (m_client) |
- m_client->didFinalizeFrame(); |
-} |
- |
-void ImageBuffer::finalizeFrame(const FloatRect& dirtyRect) { |
- m_surface->finalizeFrame(dirtyRect); |
- didFinalizeFrame(); |
xlai (Olivia)
2017/02/08 17:58:40
Great works. The previous logic flow was a bit mes
Justin Novosad
2017/02/08 18:43:12
Exactly. I got rid of the zig-zag flow we had befo
|
+void ImageBuffer::doPaintInvalidation(const FloatRect& dirtyRect) { |
+ m_surface->doPaintInvalidation(dirtyRect); |
} |
bool ImageBuffer::restoreSurface() const { |