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| 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 |
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| 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; |
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| 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 |
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