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-rw-r--r--Source/WebCore/rendering/RenderLayerCompositor.h10
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;