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Side by Side Diff: Source/core/rendering/RenderLayerCompositor.h

Issue 88863002: Land layer squashing behind a flag (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Addressed reviewer feedback Created 7 years ago
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1 /* 1 /*
2 * Copyright (C) 2009 Apple Inc. All rights reserved. 2 * Copyright (C) 2009 Apple Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions 5 * modification, are permitted provided that the following conditions
6 * are met: 6 * are met:
7 * 1. Redistributions of source code must retain the above copyright 7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright 9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
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225 bool allocateOrClearCompositedLayerMapping(RenderLayer*); 225 bool allocateOrClearCompositedLayerMapping(RenderLayer*);
226 226
227 void clearMappingForRenderLayerIncludingDescendants(RenderLayer*); 227 void clearMappingForRenderLayerIncludingDescendants(RenderLayer*);
228 228
229 // Repaint the given rect (which is layer's coords), and regions of child la yers that intersect that rect. 229 // Repaint the given rect (which is layer's coords), and regions of child la yers that intersect that rect.
230 void recursiveRepaintLayer(RenderLayer*, const IntRect* = 0); 230 void recursiveRepaintLayer(RenderLayer*, const IntRect* = 0);
231 231
232 void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed); 232 void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed);
233 void addToOverlapMapRecursive(OverlapMap&, RenderLayer*, RenderLayer* ancest orLayer = 0); 233 void addToOverlapMapRecursive(OverlapMap&, RenderLayer*, RenderLayer* ancest orLayer = 0);
234 234
235 struct SquashingState {
236 SquashingState()
237 : mostRecentMapping(0)
238 , hasMostRecentMapping(false)
239 , nextSquashedLayerIndex(0) { }
240
241 void updateSquashingStateForNewMapping(CompositedLayerMappingPtr, bool h asNewCompositedLayerMapping, IntSize newAbsToLocalOffset);
242
243 // The most recent composited backing that the layer should squash onto if needed.
244 CompositedLayerMappingPtr mostRecentMapping;
245 bool hasMostRecentMapping;
246
247 // Offset from absolute coordinates of the target's owning layer to the backing's own local space.
248 IntSize absToLocalOffset;
249
250 // Counter that tracks what index the next RenderLayer would be if it ge ts squashed to the current squashing layer.
251 size_t nextSquashedLayerIndex;
252 };
253
235 // Forces an update for all frames of frame tree recursively. Used only when the mainFrame compositor is ready to 254 // Forces an update for all frames of frame tree recursively. Used only when the mainFrame compositor is ready to
236 // finish all deferred work. 255 // finish all deferred work.
237 static void finishCompositingUpdateForFrameTree(Frame*); 256 static void finishCompositingUpdateForFrameTree(Frame*);
238 257
239 // Returns true if any layer's compositing changed 258 // Returns true if any layer's compositing changed
240 void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer* , OverlapMap*, struct CompositingRecursionData&, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants); 259 void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer* , OverlapMap*, struct CompositingRecursionData&, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants);
241 260
242 // Defines which RenderLayers will paint into which composited backings, by allocating and destroying CompositedLayerMappings as needed. 261 // Defines which RenderLayers will paint into which composited backings, by allocating and destroying CompositedLayerMappings as needed.
243 void assignLayersToBackings(RenderLayer*, bool& layersChanged); 262 void assignLayersToBackings(RenderLayer*, bool& layersChanged);
263 void assignLayersToBackingsInternal(RenderLayer*, SquashingState&, bool& lay ersChanged);
244 264
245 // Recurses down the tree, parenting descendant compositing layers and colle cting an array of child layers for the current compositing layer. 265 // Recurses down the tree, parenting descendant compositing layers and colle cting an array of child layers for the current compositing layer.
246 void rebuildCompositingLayerTree(RenderLayer*, Vector<GraphicsLayer*>& child GraphicsLayersOfEnclosingLayer, int depth); 266 void rebuildCompositingLayerTree(RenderLayer*, Vector<GraphicsLayer*>& child GraphicsLayersOfEnclosingLayer, int depth);
247 267
248 // Recurses down the tree, updating layer geometry only. 268 // Recurses down the tree, updating layer geometry only.
249 void updateLayerTreeGeometry(RenderLayer*); 269 void updateLayerTreeGeometry(RenderLayer*);
250 270
251 // Hook compositing layers together 271 // Hook compositing layers together
252 void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer) ; 272 void setCompositingParent(RenderLayer* childLayer, RenderLayer* parentLayer) ;
253 void removeCompositedChildren(RenderLayer*); 273 void removeCompositedChildren(RenderLayer*);
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347 OwnPtr<GraphicsLayer> m_layerForScrollCorner; 367 OwnPtr<GraphicsLayer> m_layerForScrollCorner;
348 #if USE(RUBBER_BANDING) 368 #if USE(RUBBER_BANDING)
349 OwnPtr<GraphicsLayer> m_layerForOverhangShadow; 369 OwnPtr<GraphicsLayer> m_layerForOverhangShadow;
350 #endif 370 #endif
351 }; 371 };
352 372
353 373
354 } // namespace WebCore 374 } // namespace WebCore
355 375
356 #endif // RenderLayerCompositor_h 376 #endif // RenderLayerCompositor_h
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