Index: Source/core/frame/FrameView.cpp |
diff --git a/Source/core/frame/FrameView.cpp b/Source/core/frame/FrameView.cpp |
index ffc6d654dbe94b33931dc98532882e72ed5f9df6..18fd498f449bbd6c4ea1fea6390007f59ac465c1 100644 |
--- a/Source/core/frame/FrameView.cpp |
+++ b/Source/core/frame/FrameView.cpp |
@@ -361,7 +361,7 @@ void FrameView::invalidateRect(const IntRect& rect) |
IntRect paintInvalidationRect = rect; |
paintInvalidationRect.move(renderer->borderLeft() + renderer->paddingLeft(), |
renderer->borderTop() + renderer->paddingTop()); |
- renderer->repaintRectangle(paintInvalidationRect); |
+ renderer->invalidatePaintRectangle(paintInvalidationRect); |
} |
void FrameView::setFrameRect(const IntRect& newRect) |
@@ -1004,7 +1004,7 @@ void FrameView::layout(bool allowSubtree) |
// FIXME: This isn't really right, since the RenderView doesn't fully encompass |
// the visibleContentRect(). It just happens to work out most of the time, |
// since first layouts and printing don't have you scrolled anywhere. |
- renderView()->repaint(); |
+ renderView()->paintInvalidationForWholeRenderer(); |
} |
m_doFullPaintInvalidation = false; |
@@ -1424,7 +1424,7 @@ bool FrameView::scrollContentsFastPath(const IntSize& scrollDelta, const IntRect |
IntRect previousRect = updateRect; |
previousRect.move(scrollDelta); |
updateRect.unite(previousRect); |
- layer->renderer()->repaintUsingContainer(repaintContainer, updateRect, InvalidationScroll); |
+ layer->renderer()->invalidatePaintUsingContainer(repaintContainer, updateRect, InvalidationScroll); |
} else { |
// Coalesce the paint invalidations that will be issued to the renderView. |
updateRect = contentsToRootView(updateRect); |
@@ -1472,7 +1472,7 @@ void FrameView::scrollContentsSlowPath(const IntRect& updateRect) |
LayoutRect rect(frameRenderer->borderLeft() + frameRenderer->paddingLeft(), |
frameRenderer->borderTop() + frameRenderer->paddingTop(), |
visibleWidth(), visibleHeight()); |
- frameRenderer->repaintRectangle(rect); |
+ frameRenderer->invalidatePaintRectangle(rect); |
return; |
} |
} |