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author | Lorry Tar Creator <lorry-tar-importer@lorry> | 2017-06-27 06:07:23 +0000 |
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committer | Lorry Tar Creator <lorry-tar-importer@lorry> | 2017-06-27 06:07:23 +0000 |
commit | 1bf1084f2b10c3b47fd1a588d85d21ed0eb41d0c (patch) | |
tree | 46dcd36c86e7fbc6e5df36deb463b33e9967a6f7 /Source/WebKit2/Shared/CoordinatedGraphics/CoordinatedGraphicsScene.cpp | |
parent | 32761a6cee1d0dee366b885b7b9c777e67885688 (diff) | |
download | WebKitGtk-tarball-master.tar.gz |
webkitgtk-2.16.5HEADwebkitgtk-2.16.5master
Diffstat (limited to 'Source/WebKit2/Shared/CoordinatedGraphics/CoordinatedGraphicsScene.cpp')
-rw-r--r-- | Source/WebKit2/Shared/CoordinatedGraphics/CoordinatedGraphicsScene.cpp | 682 |
1 files changed, 682 insertions, 0 deletions
diff --git a/Source/WebKit2/Shared/CoordinatedGraphics/CoordinatedGraphicsScene.cpp b/Source/WebKit2/Shared/CoordinatedGraphics/CoordinatedGraphicsScene.cpp new file mode 100644 index 000000000..b94faea2c --- /dev/null +++ b/Source/WebKit2/Shared/CoordinatedGraphics/CoordinatedGraphicsScene.cpp @@ -0,0 +1,682 @@ +/* + Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) + Copyright (C) 2012 Company 100, Inc. + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Library General Public + License as published by the Free Software Foundation; either + version 2 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public License + along with this library; see the file COPYING.LIB. If not, write to + the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + Boston, MA 02110-1301, USA. +*/ + +#include "config.h" + +#if USE(COORDINATED_GRAPHICS) +#include "CoordinatedGraphicsScene.h" + +#include "CoordinatedBackingStore.h" +#include <WebCore/TextureMapper.h> +#include <WebCore/TextureMapperBackingStore.h> +#include <WebCore/TextureMapperGL.h> +#include <WebCore/TextureMapperLayer.h> +#include <wtf/Atomics.h> + +using namespace WebCore; + +namespace WebKit { + +void CoordinatedGraphicsScene::dispatchOnMainThread(Function<void()>&& function) +{ + if (isMainThread()) { + function(); + return; + } + + RunLoop::main().dispatch([protectedThis = makeRef(*this), function = WTFMove(function)] { + function(); + }); +} + +void CoordinatedGraphicsScene::dispatchOnClientRunLoop(Function<void()>&& function) +{ + if (&m_clientRunLoop == &RunLoop::current()) { + function(); + return; + } + + m_clientRunLoop.dispatch([protectedThis = makeRef(*this), function = WTFMove(function)] { + function(); + }); +} + +static bool layerShouldHaveBackingStore(TextureMapperLayer* layer) +{ + return layer->drawsContent() && layer->contentsAreVisible() && !layer->size().isEmpty(); +} + +CoordinatedGraphicsScene::CoordinatedGraphicsScene(CoordinatedGraphicsSceneClient* client) + : m_client(client) + , m_isActive(false) + , m_rootLayerID(InvalidCoordinatedLayerID) + , m_viewBackgroundColor(Color::white) + , m_clientRunLoop(RunLoop::current()) +{ +} + +CoordinatedGraphicsScene::~CoordinatedGraphicsScene() +{ +} + +void CoordinatedGraphicsScene::paintToCurrentGLContext(const TransformationMatrix& matrix, float opacity, const FloatRect& clipRect, const Color& backgroundColor, bool drawsBackground, const FloatPoint& contentPosition, TextureMapper::PaintFlags PaintFlags) +{ + if (!m_textureMapper) { + m_textureMapper = TextureMapper::create(); + static_cast<TextureMapperGL*>(m_textureMapper.get())->setEnableEdgeDistanceAntialiasing(true); + } + + syncRemoteContent(); + + adjustPositionForFixedLayers(contentPosition); + TextureMapperLayer* currentRootLayer = rootLayer(); + if (!currentRootLayer) + return; + +#if USE(COORDINATED_GRAPHICS_THREADED) + for (auto& proxy : m_platformLayerProxies.values()) + proxy->swapBuffer(); +#endif + + currentRootLayer->setTextureMapper(m_textureMapper.get()); + currentRootLayer->applyAnimationsRecursively(); + m_textureMapper->beginPainting(PaintFlags); + m_textureMapper->beginClip(TransformationMatrix(), clipRect); + + if (drawsBackground) { + RGBA32 rgba = makeRGBA32FromFloats(backgroundColor.red(), + backgroundColor.green(), backgroundColor.blue(), + backgroundColor.alpha() * opacity); + m_textureMapper->drawSolidColor(clipRect, TransformationMatrix(), Color(rgba)); + } else { + GraphicsContext3D* context = static_cast<TextureMapperGL*>(m_textureMapper.get())->graphicsContext3D(); + context->clearColor(m_viewBackgroundColor.red() / 255.0f, m_viewBackgroundColor.green() / 255.0f, m_viewBackgroundColor.blue() / 255.0f, m_viewBackgroundColor.alpha() / 255.0f); + context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); + } + + if (currentRootLayer->opacity() != opacity || currentRootLayer->transform() != matrix) { + currentRootLayer->setOpacity(opacity); + currentRootLayer->setTransform(matrix); + } + + currentRootLayer->paint(); + m_fpsCounter.updateFPSAndDisplay(*m_textureMapper, clipRect.location(), matrix); + m_textureMapper->endClip(); + m_textureMapper->endPainting(); + + if (currentRootLayer->descendantsOrSelfHaveRunningAnimations()) + updateViewport(); +} + +void CoordinatedGraphicsScene::updateViewport() +{ + if (!m_client) + return; + dispatchOnClientRunLoop([this] { + if (m_client) + m_client->updateViewport(); + }); +} + +void CoordinatedGraphicsScene::adjustPositionForFixedLayers(const FloatPoint& contentPosition) +{ + if (m_fixedLayers.isEmpty()) + return; + + // Fixed layer positions are updated by the web process when we update the visible contents rect / scroll position. + // If we want those layers to follow accurately the viewport when we move between the web process updates, we have to offset + // them by the delta between the current position and the position of the viewport used for the last layout. + FloatSize delta = contentPosition - m_renderedContentsScrollPosition; + + for (auto& fixedLayer : m_fixedLayers.values()) + fixedLayer->setScrollPositionDeltaIfNeeded(delta); +} + +void CoordinatedGraphicsScene::syncPlatformLayerIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ +#if USE(COORDINATED_GRAPHICS_THREADED) + if (!state.platformLayerChanged) + return; + + if (state.platformLayerProxy) { + m_platformLayerProxies.set(layer, state.platformLayerProxy); + state.platformLayerProxy->activateOnCompositingThread(this, layer); + } else + m_platformLayerProxies.remove(layer); +#else + UNUSED_PARAM(layer); + UNUSED_PARAM(state); +#endif +} + +#if USE(COORDINATED_GRAPHICS_THREADED) +void CoordinatedGraphicsScene::onNewBufferAvailable() +{ + updateViewport(); +} +#endif + +void CoordinatedGraphicsScene::setLayerRepaintCountIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (!layer->isShowingRepaintCounter() || !state.repaintCountChanged) + return; + + layer->setRepaintCount(state.repaintCount); +} + +void CoordinatedGraphicsScene::setLayerChildrenIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (!state.childrenChanged) + return; + + Vector<TextureMapperLayer*> children; + children.reserveCapacity(state.children.size()); + for (auto& child : state.children) + children.append(layerByID(child)); + + layer->setChildren(children); +} + +void CoordinatedGraphicsScene::setLayerFiltersIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (!state.filtersChanged) + return; + + layer->setFilters(state.filters); +} + +void CoordinatedGraphicsScene::setLayerState(CoordinatedLayerID id, const CoordinatedGraphicsLayerState& layerState) +{ + ASSERT(m_rootLayerID != InvalidCoordinatedLayerID); + TextureMapperLayer* layer = layerByID(id); + + if (layerState.positionChanged) + layer->setPosition(layerState.pos); + + if (layerState.anchorPointChanged) + layer->setAnchorPoint(layerState.anchorPoint); + + if (layerState.sizeChanged) + layer->setSize(layerState.size); + + if (layerState.transformChanged) + layer->setTransform(layerState.transform); + + if (layerState.childrenTransformChanged) + layer->setChildrenTransform(layerState.childrenTransform); + + if (layerState.contentsRectChanged) + layer->setContentsRect(layerState.contentsRect); + + if (layerState.contentsTilingChanged) { + layer->setContentsTilePhase(layerState.contentsTilePhase); + layer->setContentsTileSize(layerState.contentsTileSize); + } + + if (layerState.opacityChanged) + layer->setOpacity(layerState.opacity); + + if (layerState.solidColorChanged) + layer->setSolidColor(layerState.solidColor); + + if (layerState.debugBorderColorChanged || layerState.debugBorderWidthChanged) + layer->setDebugVisuals(layerState.showDebugBorders, layerState.debugBorderColor, layerState.debugBorderWidth, layerState.showRepaintCounter); + + if (layerState.replicaChanged) + layer->setReplicaLayer(getLayerByIDIfExists(layerState.replica)); + + if (layerState.maskChanged) + layer->setMaskLayer(getLayerByIDIfExists(layerState.mask)); + + if (layerState.imageChanged) + assignImageBackingToLayer(layer, layerState.imageID); + + if (layerState.flagsChanged) { + layer->setContentsOpaque(layerState.contentsOpaque); + layer->setDrawsContent(layerState.drawsContent); + layer->setContentsVisible(layerState.contentsVisible); + layer->setBackfaceVisibility(layerState.backfaceVisible); + + // Never clip the root layer. + layer->setMasksToBounds(id == m_rootLayerID ? false : layerState.masksToBounds); + layer->setPreserves3D(layerState.preserves3D); + + bool fixedToViewportChanged = layer->fixedToViewport() != layerState.fixedToViewport; + layer->setFixedToViewport(layerState.fixedToViewport); + if (fixedToViewportChanged) { + if (layerState.fixedToViewport) + m_fixedLayers.add(id, layer); + else + m_fixedLayers.remove(id); + } + + layer->setIsScrollable(layerState.isScrollable); + } + + if (layerState.committedScrollOffsetChanged) + layer->didCommitScrollOffset(layerState.committedScrollOffset); + + prepareContentBackingStore(layer); + + // Apply Operations. + setLayerChildrenIfNeeded(layer, layerState); + createTilesIfNeeded(layer, layerState); + removeTilesIfNeeded(layer, layerState); + updateTilesIfNeeded(layer, layerState); + setLayerFiltersIfNeeded(layer, layerState); + setLayerAnimationsIfNeeded(layer, layerState); + syncPlatformLayerIfNeeded(layer, layerState); + setLayerRepaintCountIfNeeded(layer, layerState); +} + +TextureMapperLayer* CoordinatedGraphicsScene::getLayerByIDIfExists(CoordinatedLayerID id) +{ + return (id != InvalidCoordinatedLayerID) ? layerByID(id) : 0; +} + +void CoordinatedGraphicsScene::createLayers(const Vector<CoordinatedLayerID>& layerIDs) +{ + for (auto& layerID : layerIDs) + createLayer(layerID); +} + +void CoordinatedGraphicsScene::createLayer(CoordinatedLayerID id) +{ + std::unique_ptr<TextureMapperLayer> newLayer = std::make_unique<TextureMapperLayer>(); + newLayer->setID(id); + newLayer->setScrollClient(this); + m_layers.add(id, WTFMove(newLayer)); +} + +void CoordinatedGraphicsScene::deleteLayers(const Vector<CoordinatedLayerID>& layerIDs) +{ + for (auto& layerID : layerIDs) + deleteLayer(layerID); +} + +void CoordinatedGraphicsScene::deleteLayer(CoordinatedLayerID layerID) +{ + std::unique_ptr<TextureMapperLayer> layer = m_layers.take(layerID); + ASSERT(layer); + + m_backingStores.remove(layer.get()); + m_fixedLayers.remove(layerID); +#if USE(COORDINATED_GRAPHICS_THREADED) + if (auto platformLayerProxy = m_platformLayerProxies.take(layer.get())) + platformLayerProxy->invalidate(); +#endif +} + +void CoordinatedGraphicsScene::setRootLayerID(CoordinatedLayerID layerID) +{ + ASSERT(layerID != InvalidCoordinatedLayerID); + ASSERT(m_rootLayerID == InvalidCoordinatedLayerID); + + m_rootLayerID = layerID; + + TextureMapperLayer* layer = layerByID(layerID); + ASSERT(m_rootLayer->children().isEmpty()); + m_rootLayer->addChild(layer); +} + +void CoordinatedGraphicsScene::prepareContentBackingStore(TextureMapperLayer* layer) +{ + if (!layerShouldHaveBackingStore(layer)) { + removeBackingStoreIfNeeded(layer); + return; + } + + createBackingStoreIfNeeded(layer); + resetBackingStoreSizeToLayerSize(layer); +} + +void CoordinatedGraphicsScene::createBackingStoreIfNeeded(TextureMapperLayer* layer) +{ + if (m_backingStores.contains(layer)) + return; + + RefPtr<CoordinatedBackingStore> backingStore(CoordinatedBackingStore::create()); + m_backingStores.add(layer, backingStore); + layer->setBackingStore(backingStore); +} + +void CoordinatedGraphicsScene::removeBackingStoreIfNeeded(TextureMapperLayer* layer) +{ + RefPtr<CoordinatedBackingStore> backingStore = m_backingStores.take(layer); + if (!backingStore) + return; + + layer->setBackingStore(0); +} + +void CoordinatedGraphicsScene::resetBackingStoreSizeToLayerSize(TextureMapperLayer* layer) +{ + RefPtr<CoordinatedBackingStore> backingStore = m_backingStores.get(layer); + ASSERT(backingStore); + backingStore->setSize(layer->size()); + m_backingStoresWithPendingBuffers.add(backingStore); +} + +void CoordinatedGraphicsScene::createTilesIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (state.tilesToCreate.isEmpty()) + return; + + RefPtr<CoordinatedBackingStore> backingStore = m_backingStores.get(layer); + ASSERT(backingStore || !layerShouldHaveBackingStore(layer)); + if (!backingStore) + return; + + for (auto& tile : state.tilesToCreate) + backingStore->createTile(tile.tileID, tile.scale); +} + +void CoordinatedGraphicsScene::removeTilesIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (state.tilesToRemove.isEmpty()) + return; + + RefPtr<CoordinatedBackingStore> backingStore = m_backingStores.get(layer); + if (!backingStore) + return; + + for (auto& tile : state.tilesToRemove) + backingStore->removeTile(tile); + + m_backingStoresWithPendingBuffers.add(backingStore); +} + +void CoordinatedGraphicsScene::updateTilesIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (state.tilesToUpdate.isEmpty()) + return; + + RefPtr<CoordinatedBackingStore> backingStore = m_backingStores.get(layer); + ASSERT(backingStore || !layerShouldHaveBackingStore(layer)); + if (!backingStore) + return; + + for (auto& tile : state.tilesToUpdate) { + const SurfaceUpdateInfo& surfaceUpdateInfo = tile.updateInfo; + + SurfaceMap::iterator surfaceIt = m_surfaces.find(surfaceUpdateInfo.atlasID); + ASSERT(surfaceIt != m_surfaces.end()); + + backingStore->updateTile(tile.tileID, surfaceUpdateInfo.updateRect, tile.tileRect, surfaceIt->value, surfaceUpdateInfo.surfaceOffset); + m_backingStoresWithPendingBuffers.add(backingStore); + } +} + +void CoordinatedGraphicsScene::syncUpdateAtlases(const CoordinatedGraphicsState& state) +{ + for (auto& atlas : state.updateAtlasesToCreate) + createUpdateAtlas(atlas.first, atlas.second); + + for (auto& atlas : state.updateAtlasesToRemove) + removeUpdateAtlas(atlas); +} + +void CoordinatedGraphicsScene::createUpdateAtlas(uint32_t atlasID, PassRefPtr<CoordinatedSurface> surface) +{ + ASSERT(!m_surfaces.contains(atlasID)); + m_surfaces.add(atlasID, surface); +} + +void CoordinatedGraphicsScene::removeUpdateAtlas(uint32_t atlasID) +{ + ASSERT(m_surfaces.contains(atlasID)); + m_surfaces.remove(atlasID); +} + +void CoordinatedGraphicsScene::syncImageBackings(const CoordinatedGraphicsState& state) +{ + for (auto& image : state.imagesToRemove) + removeImageBacking(image); + + for (auto& image : state.imagesToCreate) + createImageBacking(image); + + for (auto& image : state.imagesToUpdate) + updateImageBacking(image.first, image.second); + + for (auto& image : state.imagesToClear) + clearImageBackingContents(image); +} + +void CoordinatedGraphicsScene::createImageBacking(CoordinatedImageBackingID imageID) +{ + ASSERT(!m_imageBackings.contains(imageID)); + RefPtr<CoordinatedBackingStore> backingStore(CoordinatedBackingStore::create()); + m_imageBackings.add(imageID, backingStore.release()); +} + +void CoordinatedGraphicsScene::updateImageBacking(CoordinatedImageBackingID imageID, PassRefPtr<CoordinatedSurface> surface) +{ + ASSERT(m_imageBackings.contains(imageID)); + ImageBackingMap::iterator it = m_imageBackings.find(imageID); + RefPtr<CoordinatedBackingStore> backingStore = it->value; + + // CoordinatedImageBacking is realized to CoordinatedBackingStore with only one tile in UI Process. + backingStore->createTile(1 /* id */, 1 /* scale */); + IntRect rect(IntPoint::zero(), surface->size()); + // See CoordinatedGraphicsLayer::shouldDirectlyCompositeImage() + ASSERT(2000 >= std::max(rect.width(), rect.height())); + backingStore->setSize(rect.size()); + backingStore->updateTile(1 /* id */, rect, rect, surface, rect.location()); + + m_backingStoresWithPendingBuffers.add(backingStore); +} + +void CoordinatedGraphicsScene::clearImageBackingContents(CoordinatedImageBackingID imageID) +{ + ASSERT(m_imageBackings.contains(imageID)); + ImageBackingMap::iterator it = m_imageBackings.find(imageID); + RefPtr<CoordinatedBackingStore> backingStore = it->value; + backingStore->removeAllTiles(); + m_backingStoresWithPendingBuffers.add(backingStore); +} + +void CoordinatedGraphicsScene::removeImageBacking(CoordinatedImageBackingID imageID) +{ + ASSERT(m_imageBackings.contains(imageID)); + + // We don't want TextureMapperLayer refers a dangling pointer. + m_releasedImageBackings.append(m_imageBackings.take(imageID)); +} + +void CoordinatedGraphicsScene::assignImageBackingToLayer(TextureMapperLayer* layer, CoordinatedImageBackingID imageID) +{ + if (imageID == InvalidCoordinatedImageBackingID) { + layer->setContentsLayer(0); + return; + } + + ImageBackingMap::iterator it = m_imageBackings.find(imageID); + ASSERT(it != m_imageBackings.end()); + layer->setContentsLayer(it->value.get()); +} + +void CoordinatedGraphicsScene::removeReleasedImageBackingsIfNeeded() +{ + m_releasedImageBackings.clear(); +} + +void CoordinatedGraphicsScene::commitPendingBackingStoreOperations() +{ + for (auto& backingStore : m_backingStoresWithPendingBuffers) + backingStore->commitTileOperations(*m_textureMapper); + + m_backingStoresWithPendingBuffers.clear(); +} + +void CoordinatedGraphicsScene::commitSceneState(const CoordinatedGraphicsState& state) +{ + if (!m_client) + return; + + m_renderedContentsScrollPosition = state.scrollPosition; + + createLayers(state.layersToCreate); + deleteLayers(state.layersToRemove); + + if (state.rootCompositingLayer != m_rootLayerID) + setRootLayerID(state.rootCompositingLayer); + + syncImageBackings(state); + syncUpdateAtlases(state); + + for (auto& layer : state.layersToUpdate) + setLayerState(layer.first, layer.second); + + commitPendingBackingStoreOperations(); + removeReleasedImageBackingsIfNeeded(); + + // The pending tiles state is on its way for the screen, tell the web process to render the next one. + renderNextFrame(); +} + +void CoordinatedGraphicsScene::renderNextFrame() +{ + if (!m_client) + return; + dispatchOnMainThread([this] { + if (m_client) + m_client->renderNextFrame(); + }); +} + +void CoordinatedGraphicsScene::ensureRootLayer() +{ + if (m_rootLayer) + return; + + m_rootLayer = std::make_unique<TextureMapperLayer>(); + m_rootLayer->setMasksToBounds(false); + m_rootLayer->setDrawsContent(false); + m_rootLayer->setAnchorPoint(FloatPoint3D(0, 0, 0)); + + // The root layer should not have zero size, or it would be optimized out. + m_rootLayer->setSize(FloatSize(1.0, 1.0)); + + ASSERT(m_textureMapper); + m_rootLayer->setTextureMapper(m_textureMapper.get()); +} + +void CoordinatedGraphicsScene::syncRemoteContent() +{ + // We enqueue messages and execute them during paint, as they require an active GL context. + ensureRootLayer(); + + Vector<std::function<void()>> renderQueue; + bool calledOnMainThread = WTF::isMainThread(); + if (!calledOnMainThread) + m_renderQueueMutex.lock(); + renderQueue = WTFMove(m_renderQueue); + if (!calledOnMainThread) + m_renderQueueMutex.unlock(); + + for (auto& function : renderQueue) + function(); +} + +void CoordinatedGraphicsScene::purgeGLResources() +{ + ASSERT(!m_client); + + m_imageBackings.clear(); + m_releasedImageBackings.clear(); +#if USE(COORDINATED_GRAPHICS_THREADED) + for (auto& proxy : m_platformLayerProxies.values()) + proxy->invalidate(); + m_platformLayerProxies.clear(); +#endif + m_surfaces.clear(); + + m_rootLayer = nullptr; + m_rootLayerID = InvalidCoordinatedLayerID; + m_layers.clear(); + m_fixedLayers.clear(); + m_textureMapper = nullptr; + m_backingStores.clear(); + m_backingStoresWithPendingBuffers.clear(); +} + +void CoordinatedGraphicsScene::commitScrollOffset(uint32_t layerID, const IntSize& offset) +{ + if (!m_client) + return; + dispatchOnMainThread([this, layerID, offset] { + if (m_client) + m_client->commitScrollOffset(layerID, offset); + }); +} + +void CoordinatedGraphicsScene::setLayerAnimationsIfNeeded(TextureMapperLayer* layer, const CoordinatedGraphicsLayerState& state) +{ + if (!state.animationsChanged) + return; + + layer->setAnimations(state.animations); +} + +void CoordinatedGraphicsScene::detach() +{ + ASSERT(isMainThread()); + m_isActive = false; + m_client = nullptr; + LockHolder locker(m_renderQueueMutex); + m_renderQueue.clear(); +} + +void CoordinatedGraphicsScene::appendUpdate(std::function<void()>&& function) +{ + if (!m_isActive) + return; + + ASSERT(isMainThread()); + LockHolder locker(m_renderQueueMutex); + m_renderQueue.append(WTFMove(function)); +} + +void CoordinatedGraphicsScene::setActive(bool active) +{ + if (!m_client) + return; + + if (m_isActive == active) + return; + + // Have to clear render queue in both cases. + // If there are some updates in queue during activation then those updates are from previous instance of paint node + // and cannot be applied to the newly created instance. + m_renderQueue.clear(); + m_isActive = active; + if (m_isActive) + renderNextFrame(); +} + +TextureMapperLayer* CoordinatedGraphicsScene::findScrollableContentsLayerAt(const FloatPoint& point) +{ + return rootLayer() ? rootLayer()->findScrollableContentsLayerAt(point) : 0; +} + +} // namespace WebKit + +#endif // USE(COORDINATED_GRAPHICS) |