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1 /* | 1 /* |
2 * Copyright (C) 2006 Nikolas Zimmermann <zimmermann@kde.org> | 2 * Copyright (C) 2006 Nikolas Zimmermann <zimmermann@kde.org> |
3 * Copyright (C) Research In Motion Limited 2010. All rights reserved. | 3 * Copyright (C) Research In Motion Limited 2010. All rights reserved. |
4 * Copyright 2014 The Chromium Authors. All rights reserved. | 4 * Copyright 2014 The Chromium Authors. All rights reserved. |
5 * | 5 * |
6 * This library is free software; you can redistribute it and/or | 6 * This library is free software; you can redistribute it and/or |
7 * modify it under the terms of the GNU Library General Public | 7 * modify it under the terms of the GNU Library General Public |
8 * License as published by the Free Software Foundation; either | 8 * License as published by the Free Software Foundation; either |
9 * version 2 of the License, or (at your option) any later version. | 9 * version 2 of the License, or (at your option) any later version. |
10 * | 10 * |
(...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
45 virtual const char* renderName() const override { return "RenderSVGResourceP attern"; } | 45 virtual const char* renderName() const override { return "RenderSVGResourceP attern"; } |
46 | 46 |
47 virtual void removeAllClientsFromCache(bool markForInvalidation = true) over ride; | 47 virtual void removeAllClientsFromCache(bool markForInvalidation = true) over ride; |
48 virtual void removeClientFromCache(RenderObject*, bool markForInvalidation = true) override; | 48 virtual void removeClientFromCache(RenderObject*, bool markForInvalidation = true) override; |
49 | 49 |
50 virtual SVGPaintServer preparePaintServer(const RenderObject&) override; | 50 virtual SVGPaintServer preparePaintServer(const RenderObject&) override; |
51 | 51 |
52 static const RenderSVGResourceType s_resourceType = PatternResourceType; | 52 static const RenderSVGResourceType s_resourceType = PatternResourceType; |
53 virtual RenderSVGResourceType resourceType() const override { return s_resou rceType; } | 53 virtual RenderSVGResourceType resourceType() const override { return s_resou rceType; } |
54 | 54 |
55 virtual void trace(Visitor*) override; | |
56 | |
57 private: | 55 private: |
58 PassOwnPtr<PatternData> buildPatternData(const RenderObject&); | 56 PassOwnPtr<PatternData> buildPatternData(const RenderObject&); |
59 PassRefPtr<const SkPicture> asPicture(const FloatRect& tile, const AffineTra nsform&) const; | 57 PassRefPtr<const SkPicture> asPicture(const FloatRect& tile, const AffineTra nsform&) const; |
60 PatternData* patternForRenderer(const RenderObject&); | 58 PatternData* patternForRenderer(const RenderObject&); |
61 | 59 |
62 bool m_shouldCollectPatternAttributes : 1; | 60 bool m_shouldCollectPatternAttributes : 1; |
61 #if ENABLE(OILPAN) | |
62 Persistent<PatternAttributesWrapper> m_attributesWrapper; | |
haraken
2015/02/04 05:48:56
Can we avoid introducing a wrapper by making Patte
sof
2015/02/04 08:44:32
That would entail moving the value-based GradientA
haraken
2015/02/04 09:25:10
I thought we can just use OwnPtrWillBePersistent<P
| |
63 | |
64 PatternAttributes& mutableAttributes() { return m_attributesWrapper->attribu tes(); } | |
65 const PatternAttributes& attributes() const { return m_attributesWrapper->at tributes(); } | |
66 #else | |
63 PatternAttributes m_attributes; | 67 PatternAttributes m_attributes; |
64 | 68 |
69 PatternAttributes& mutableAttributes() { return m_attributes; } | |
70 const PatternAttributes& attributes() const { return m_attributes; } | |
71 #endif | |
72 | |
65 // FIXME: we can almost do away with this per-object map, but not quite: the tile size can be | 73 // FIXME: we can almost do away with this per-object map, but not quite: the tile size can be |
66 // relative to the client bounding box, and it gets captured in the cached P attern shader. | 74 // relative to the client bounding box, and it gets captured in the cached P attern shader. |
67 // Hence, we need one Pattern shader per client. The display list OTOH is th e same => we | 75 // Hence, we need one Pattern shader per client. The display list OTOH is th e same => we |
68 // should be able to cache a single display list per RenderSVGResourcePatter n + one | 76 // should be able to cache a single display list per RenderSVGResourcePatter n + one |
69 // Pattern(shader) for each client -- this would avoid re-recording when mul tiple clients | 77 // Pattern(shader) for each client -- this would avoid re-recording when mul tiple clients |
70 // share the same pattern. | 78 // share the same pattern. |
71 HashMap<const RenderObject*, OwnPtr<PatternData> > m_patternMap; | 79 HashMap<const RenderObject*, OwnPtr<PatternData>> m_patternMap; |
72 }; | 80 }; |
73 | 81 |
74 } | 82 } |
75 | 83 |
76 #endif | 84 #endif |
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