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Side by Side Diff: Source/core/rendering/compositing/CompositingRequirementsUpdater.cpp

Issue 784453003: Initial scroll-blocks-on compositor integration (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Eliminate scrollbars from iframe test for cross-platform output consistency Created 5 years, 11 months ago
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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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