IntRect RenderSVGInlineText::selectionRect(bool)
{
    ASSERT(!needsLayout());

    IntRect rect;
    if (selectionState() == SelectionNone)
        return rect;

    // Early exit if we're ie. a <text> within a <defs> section.
    if (isChildOfHiddenContainer(this))
        return rect;

    // Now calculate startPos and endPos for painting selection.
    // We include a selection while endPos > 0
    int startPos, endPos;
    if (selectionState() == SelectionInside) {
        // We are fully selected.
        startPos = 0;
        endPos = textLength();
    } else {
        selectionStartEnd(startPos, endPos);
        if (selectionState() == SelectionStart)
            endPos = textLength();
        else if (selectionState() == SelectionEnd)
            startPos = 0;
    }

    if (startPos == endPos)
        return rect;

    return computeAbsoluteRectForRange(startPos, endPos);
}
IntRect RenderSVGInlineText::selectionRectForRepaint(RenderBoxModelObject* repaintContainer, bool /*clipToVisibleContent*/)
{
    ASSERT(!needsLayout());

    if (selectionState() == SelectionNone)
        return IntRect();

    // Early exit if we're ie. a <text> within a <defs> section.
    if (isChildOfHiddenContainer(this))
        return IntRect();

    // Now calculate startPos and endPos for painting selection.
    // We include a selection while endPos > 0
    int startPos, endPos;
    if (selectionState() == SelectionInside) {
        // We are fully selected.
        startPos = 0;
        endPos = textLength();
    } else {
        selectionStartEnd(startPos, endPos);
        if (selectionState() == SelectionStart)
            endPos = textLength();
        else if (selectionState() == SelectionEnd)
            startPos = 0;
    }

    if (startPos == endPos)
        return IntRect();

    return computeRepaintRectForRange(repaintContainer, startPos, endPos);
}