bool RenderNamedFlowThread::absoluteQuadsForBox(Vector<FloatQuad>& quads, bool* wasFixed, const RenderBox* renderer, float localTop, float localBottom) const
{
    RenderRegion* startRegion = nullptr;
    RenderRegion* endRegion = nullptr;
    // If the box doesn't have a range, we don't know how it is fragmented so fallback to the default behaviour.
    if (!computedRegionRangeForBox(renderer, startRegion, endRegion))
        return false;

    for (auto iter = m_regionList.find(startRegion), end = m_regionList.end(); iter != end; ++iter) {
        RenderRegion* region = *iter;

        region->absoluteQuadsForBoxInRegion(quads, wasFixed, renderer, localTop, localBottom);

        if (region == endRegion)
            break;
    }

    return true;
}