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Unified Diff: Source/core/paint/FilterPainter.cpp

Issue 725433002: Remove optimization to lazily allocate transparency layers in LayerPainter. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 6 years, 1 month ago
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Index: Source/core/paint/FilterPainter.cpp
diff --git a/Source/core/paint/FilterPainter.cpp b/Source/core/paint/FilterPainter.cpp
index ddb288bdae558ed876ef448ab0ea1096bfbf4b0e..26f212751cac57096edd67045d01ad5d8e1c3eda 100644
--- a/Source/core/paint/FilterPainter.cpp
+++ b/Source/core/paint/FilterPainter.cpp
@@ -36,12 +36,6 @@ FilterPainter::FilterPainter(RenderLayer& renderLayer, GraphicsContext* context,
rootRelativeBoundsComputed = true;
}
- // Do transparency and clipping before starting filter processing.
- if (paintFlags & PaintLayerHaveTransparency) {
- // If we have a filter and transparency, we have to eagerly start a transparency layer here, rather than risk a child layer lazily starts one after filter processing.
- LayerPainter::beginTransparencyLayers(context, renderLayer, paintingInfo.rootLayer, paintingInfo.paintDirtyRect, paintingInfo.subPixelAccumulation, paintingInfo.paintBehavior);
- }
-
// We'll handle clipping to the dirty rect before filter rasterization.
// Filter processing will automatically expand the clip rect and the offscreen to accommodate any filter outsets.
// FIXME: It is incorrect to just clip to the damageRect here once multiple fragments are involved.

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