| Index: Source/core/rendering/RenderLayerCompositor.h
|
| diff --git a/Source/core/rendering/RenderLayerCompositor.h b/Source/core/rendering/RenderLayerCompositor.h
|
| index dfc918551584adbc2024084ce630b4fe31a43998..644431b0985a06f0e18c071baaf1d550458c7226 100644
|
| --- a/Source/core/rendering/RenderLayerCompositor.h
|
| +++ b/Source/core/rendering/RenderLayerCompositor.h
|
| @@ -232,6 +232,19 @@ private:
|
| void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed);
|
| void addToOverlapMapRecursive(OverlapMap&, RenderLayer*, RenderLayer* ancestorLayer = 0);
|
|
|
| + struct SquashingState {
|
| + SquashingState()
|
| + : mostRecentMapping(0)
|
| + , hasMostRecentMapping(false) { }
|
| +
|
| + // The most recent composited backing that the layer should squash onto if needed.
|
| + CompositedLayerMappingPtr mostRecentMapping;
|
| + bool hasMostRecentMapping;
|
| +
|
| + // Offset from absolute coordinates of the target's owning layer to the backing's own local space.
|
| + IntSize absToLocalOffset;
|
| + };
|
| +
|
| // Forces an update for all frames of frame tree recursively. Used only when the mainFrame compositor is ready to
|
| // finish all deferred work.
|
| static void finishCompositingUpdateForFrameTree(Frame*);
|
| @@ -240,7 +253,7 @@ private:
|
| void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer*, OverlapMap*, struct CompositingRecursionData&, bool& descendantHas3DTransform, Vector<RenderLayer*>& unclippedDescendants);
|
|
|
| // Defines which RenderLayers will paint into which composited backings, by allocating and destroying CompositedLayerMappings as needed.
|
| - void assignLayersToBackings(RenderLayer*, bool& layersChanged);
|
| + void assignLayersToBackings(RenderLayer*, SquashingState&, bool& layersChanged);
|
|
|
| // Recurses down the tree, parenting descendant compositing layers and collecting an array of child layers for the current compositing layer.
|
| void rebuildCompositingLayerTree(RenderLayer*, Vector<GraphicsLayer*>& childGraphicsLayersOfEnclosingLayer, int depth);
|
|
|