OLD | NEW |
1 /* | 1 /* |
2 * Copyright (C) 2009, 2010 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009, 2010 Apple Inc. All rights reserved. |
3 * Copyright (C) 2014 Google Inc. All rights reserved. | 3 * Copyright (C) 2014 Google Inc. All rights reserved. |
4 * | 4 * |
5 * Redistribution and use in source and binary forms, with or without | 5 * Redistribution and use in source and binary forms, with or without |
6 * modification, are permitted provided that the following conditions | 6 * modification, are permitted provided that the following conditions |
7 * are met: | 7 * are met: |
8 * 1. Redistributions of source code must retain the above copyright | 8 * 1. Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * 2. Redistributions in binary form must reproduce the above copyright | 10 * 2. Redistributions in binary form must reproduce the above copyright |
(...skipping 172 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
183 | 183 |
184 CompositingRequirementsUpdater::~CompositingRequirementsUpdater() | 184 CompositingRequirementsUpdater::~CompositingRequirementsUpdater() |
185 { | 185 { |
186 } | 186 } |
187 | 187 |
188 void CompositingRequirementsUpdater::update(RenderLayer* root) | 188 void CompositingRequirementsUpdater::update(RenderLayer* root) |
189 { | 189 { |
190 TRACE_EVENT0("blink", "CompositingRequirementsUpdater::updateRecursive"); | 190 TRACE_EVENT0("blink", "CompositingRequirementsUpdater::updateRecursive"); |
191 | 191 |
192 // Go through the layers in presentation order, so that we can compute which
RenderLayers need compositing layers. | 192 // Go through the layers in presentation order, so that we can compute which
RenderLayers need compositing layers. |
193 // FIXME: we could maybe do this and the hierarchy udpate in one pass, but t
he parenting logic would be more complex. | 193 // FIXME: we could maybe do this and the hierarchy update in one pass, but t
he parenting logic would be more complex. |
194 RecursionData recursionData(root); | 194 RecursionData recursionData(root); |
195 OverlapMap overlapTestRequestMap; | 195 OverlapMap overlapTestRequestMap; |
196 bool saw3DTransform = false; | 196 bool saw3DTransform = false; |
197 | 197 |
198 // FIXME: Passing these unclippedDescendants down and keeping track | 198 // FIXME: Passing these unclippedDescendants down and keeping track |
199 // of them dynamically, we are requiring a full tree walk. This | 199 // of them dynamically, we are requiring a full tree walk. This |
200 // should be removed as soon as proper overlap testing based on | 200 // should be removed as soon as proper overlap testing based on |
201 // scrolling and animation bounds is implemented (crbug.com/252472). | 201 // scrolling and animation bounds is implemented (crbug.com/252472). |
202 Vector<RenderLayer*> unclippedDescendants; | 202 Vector<RenderLayer*> unclippedDescendants; |
203 IntRect absoluteDecendantBoundingBox; | 203 IntRect absoluteDecendantBoundingBox; |
(...skipping 229 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
433 | 433 |
434 descendantHas3DTransform |= anyDescendantHas3DTransform || layer->has3DT
ransform(); | 434 descendantHas3DTransform |= anyDescendantHas3DTransform || layer->has3DT
ransform(); |
435 } | 435 } |
436 | 436 |
437 // At this point we have finished collecting all reasons to composite this l
ayer. | 437 // At this point we have finished collecting all reasons to composite this l
ayer. |
438 layer->setCompositingReasons(reasonsToComposite); | 438 layer->setCompositingReasons(reasonsToComposite); |
439 | 439 |
440 } | 440 } |
441 | 441 |
442 } // namespace blink | 442 } // namespace blink |
OLD | NEW |