diff options
Diffstat (limited to 'Source/WebCore/rendering/RenderLayerCompositor.h')
-rw-r--r-- | Source/WebCore/rendering/RenderLayerCompositor.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/WebCore/rendering/RenderLayerCompositor.h b/Source/WebCore/rendering/RenderLayerCompositor.h index 273849352..7aa725e03 100644 --- a/Source/WebCore/rendering/RenderLayerCompositor.h +++ b/Source/WebCore/rendering/RenderLayerCompositor.h @@ -34,7 +34,6 @@ namespace WebCore { class GraphicsLayer; class RenderEmbeddedObject; -class RenderGeometryMap; class RenderPart; class ScrollingCoordinator; #if ENABLE(VIDEO) @@ -126,6 +125,8 @@ public: // Repaint the appropriate layers when the given RenderLayer starts or stops being composited. void repaintOnCompositingChange(RenderLayer*); + void repaintInCompositedAncestor(RenderLayer*, const LayoutRect&); + // Notify us that a layer has been added or removed void layerWasAdded(RenderLayer* parent, RenderLayer* child); void layerWillBeRemoved(RenderLayer* parent, RenderLayer* child); @@ -239,13 +240,13 @@ private: // Repaint the given rect (which is layer's coords), and regions of child layers that intersect that rect. void recursiveRepaintLayerRect(RenderLayer*, const IntRect&); - void addToOverlapMap(RenderGeometryMap&, OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed); - void addToOverlapMapRecursive(RenderGeometryMap&, OverlapMap&, RenderLayer*, RenderLayer* ancestorLayer = 0); + void addToOverlapMap(OverlapMap&, RenderLayer*, IntRect& layerBounds, bool& boundsComputed); + void addToOverlapMapRecursive(OverlapMap&, RenderLayer*, RenderLayer* ancestorLayer = 0); void updateCompositingLayersTimerFired(Timer<RenderLayerCompositor>*); // Returns true if any layer's compositing changed - void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer*, RenderGeometryMap*, OverlapMap*, struct CompositingState&, bool& layersChanged); + void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer*, OverlapMap*, struct CompositingState&, 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); @@ -258,7 +259,6 @@ private: void removeCompositedChildren(RenderLayer*); bool layerHas3DContent(const RenderLayer*) const; - bool hasNonAffineTransform(RenderObject*) const; bool isRunningAcceleratedTransformAnimation(RenderObject*) const; bool hasAnyAdditionalCompositedLayers(const RenderLayer* rootLayer) const; |