| Index: cc/trees/layer_tree_host_impl.cc
|
| diff --git a/cc/trees/layer_tree_host_impl.cc b/cc/trees/layer_tree_host_impl.cc
|
| index ca08b6f24da33a3b3a56811fee6ffd2e2cf9bc5a..ba4a59c1ffa804ee02a3068f28ef590abd241ff6 100644
|
| --- a/cc/trees/layer_tree_host_impl.cc
|
| +++ b/cc/trees/layer_tree_host_impl.cc
|
| @@ -707,27 +707,6 @@ void LayerTreeHostImpl::QueueSwapPromiseForMainThreadScrollUpdate(
|
| std::move(swap_promise));
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| }
|
|
|
| -void LayerTreeHostImpl::TrackDamageForAllSurfaces(
|
| - const LayerImplList& render_surface_layer_list) {
|
| - // For now, we use damage tracking to compute a global scissor. To do this, we
|
| - // must compute all damage tracking before drawing anything, so that we know
|
| - // the root damage rect. The root damage rect is then used to scissor each
|
| - // surface.
|
| - size_t render_surface_layer_list_size = render_surface_layer_list.size();
|
| - for (size_t i = 0; i < render_surface_layer_list_size; ++i) {
|
| - size_t surface_index = render_surface_layer_list_size - 1 - i;
|
| - LayerImpl* render_surface_layer = render_surface_layer_list[surface_index];
|
| - RenderSurfaceImpl* render_surface =
|
| - render_surface_layer->GetRenderSurface();
|
| - DCHECK(render_surface);
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| - render_surface->damage_tracker()->UpdateDamageTrackingState(
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| - render_surface->layer_list(), render_surface,
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| - render_surface->SurfacePropertyChangedOnlyFromDescendant(),
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| - render_surface->content_rect(), render_surface->MaskLayer(),
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| - render_surface->Filters());
|
| - }
|
| -}
|
| -
|
| void LayerTreeHostImpl::FrameData::AsValueInto(
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| base::trace_event::TracedValue* value) const {
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| value->SetBoolean("has_no_damage", has_no_damage);
|
| @@ -807,7 +786,12 @@ DrawResult LayerTreeHostImpl::CalculateRenderPasses(FrameData* frame) {
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| DCHECK(CanDraw());
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| DCHECK(!active_tree_->LayerListIsEmpty());
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|
|
| - TrackDamageForAllSurfaces(*frame->render_surface_layer_list);
|
| + // For now, we use damage tracking to compute a global scissor. To do this, we
|
| + // must compute all damage tracking before drawing anything, so that we know
|
| + // the root damage rect. The root damage rect is then used to scissor each
|
| + // surface.
|
| + DamageTracker::UpdateDamageTracking(active_tree_.get(),
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| + active_tree_->RenderSurfaceLayerList());
|
|
|
| // If the root render surface has no visible damage, then don't generate a
|
| // frame at all.
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|
|