/* \reimp (GraphicsLayer.h)
*/
void GraphicsLayerTextureMapper::flushCompositingState(const FloatRect& rect)
{
    if (!m_layer->textureMapper())
        return;

    flushCompositingStateForThisLayerOnly();

    if (maskLayer())
        maskLayer()->flushCompositingState(rect);
    if (replicaLayer())
        replicaLayer()->flushCompositingState(rect);
    for (size_t i = 0; i < children().size(); ++i)
        children()[i]->flushCompositingState(rect);
}
void GraphicsLayerTextureMapper::flushCompositingState(const FloatRect& rect, bool viewportIsStable)
{
    if (!m_layer.textureMapper())
        return;

    flushCompositingStateForThisLayerOnly(viewportIsStable);

    if (maskLayer())
        maskLayer()->flushCompositingState(rect, viewportIsStable);
    if (replicaLayer())
        replicaLayer()->flushCompositingState(rect, viewportIsStable);
    for (auto* child : children())
        child->flushCompositingState(rect, viewportIsStable);
}
void CoordinatedGraphicsLayer::flushCompositingState(const FloatRect& rect)
{
    if (notifyFlushRequired())
        return;

    if (CoordinatedGraphicsLayer* mask = toCoordinatedGraphicsLayer(maskLayer()))
        mask->flushCompositingStateForThisLayerOnly();

    if (CoordinatedGraphicsLayer* replica = toCoordinatedGraphicsLayer(replicaLayer()))
        replica->flushCompositingStateForThisLayerOnly();

    flushCompositingStateForThisLayerOnly();

    for (size_t i = 0; i < children().size(); ++i)
        children()[i]->flushCompositingState(rect);
}
void CoordinatedGraphicsLayer::flushCompositingState(const FloatRect& rect, bool viewportIsStable)
{
    if (notifyFlushRequired())
        return;

    if (CoordinatedGraphicsLayer* mask = toCoordinatedGraphicsLayer(maskLayer()))
        mask->flushCompositingStateForThisLayerOnly(viewportIsStable);

    if (CoordinatedGraphicsLayer* replica = toCoordinatedGraphicsLayer(replicaLayer()))
        replica->flushCompositingStateForThisLayerOnly(viewportIsStable);

    flushCompositingStateForThisLayerOnly(viewportIsStable);

    for (auto& child : children())
        child->flushCompositingState(rect, viewportIsStable);
}
Beispiel #5
0
void CoordinatedGraphicsLayer::flushCompositingState(const FloatRect& rect)
{
    if (!m_coordinator->isFlushingLayerChanges()) {
        if (client())
            client()->notifyFlushRequired(this);
        return;
    }

    if (CoordinatedGraphicsLayer* mask = toCoordinatedGraphicsLayer(maskLayer()))
        mask->flushCompositingStateForThisLayerOnly();

    if (CoordinatedGraphicsLayer* replica = toCoordinatedGraphicsLayer(replicaLayer()))
        replica->flushCompositingStateForThisLayerOnly();

    flushCompositingStateForThisLayerOnly();

    for (size_t i = 0; i < children().size(); ++i)
        children()[i]->flushCompositingState(rect);
}