This is to avoid having to #include FrameLayerBuilder.h in nsLayoutUtils.h in the next patch.
--HG--
extra : rebase_source : 5f3c3ae2785267949766ae094414781133d4ce44
This was autogenerated by basically replacing all occurrences of the word "nsIView" with nsView.
--HG--
rename : view/public/nsIView.h => view/public/nsView.h
If there is a plugin in a background tab and a complex scene in a foreground tab the accurate visible regions can cause us to bog down, for no good reason.
Updating plugin widget geometry every time we paint means we don't have to
explicitly request plugin geometry updates.
This patch stops us from flushing plugin geometry changes in
FlushPendingNotifications(Flush_Layout). There are too many Flush_Layouts and
flushing plugin geometry changes on them produces frequent
desynchronization of the plugin geometry with the rendered window contents.
There is some Web compatibility risk there --- it means we have to change
our tests, for one thing --- but hopefully it's OK.
--HG--
extra : rebase_source : 87adde45795ea2cab362ed9df54e62c5cc97e16c
Currently we return an extra out parameter on GetOpaqueRegion. This is ugly and it's also going to be inefficient
because in a followup patch I'm going to avoid calls to GetOpaqueRegion, but we still need to know whether the item
needs a transparent surface. So this patch removes that out parameter. Instead, we rely on the fact that only
Windows' glass-window-background display item needs to force a transparent surface, and there can only be one
of those per window. So we store a reference to it in the nsDisplayListBuilder if there is one, and then we can
efficiently tell if any leaf display item is the one that forces a transparent surface. For display items that
wrap a list, we continue to store whether they need to force a transparent surface in a boolean in the list.
Previously we snapped the results of nsDisplayItem::GetBounds and
nsDisplayItem::GetOpaqueRegion internally. By tracking which display items were
inside transforms, we disabled snapping quite conservatively whenever an ancestor
had a transform, which is undesirable.
With this patch, we don't snap inside GetBounds or GetOpaqueRegion, but just return
a boolean flag indicating whether the item will draw with snapping or not. This flag
is conservative so that "true" means we will snap (if the graphics context has a transform
that allows snapping), but "false" means we might or might not snap (so it's always safe
to return false).
FrameLayerBuilder takes over responsibility for snapping item bounds. When it converts
display item bounds to layer pixel coordinates, it checks the snap flag returned from
the display item and checks whether the transform when we draw into the layer will be
a known scale (the ContainerParameters scale factors) plus integer translation. If both
are true, we snap the item bounds when converting to layer pixel coordinates. With
this approach, we can snap item bounds even when the items have ancestors with active
transforms.
This patch shouldn't change any behavior. It just passes the ContainerParameters around, which will contain scale factors that should have been
applied when BuildLayer returns a ContainerLayer.
This patch also adds an aTransform parameter to BuildContainerLayerFor, which nsDisplayTransform uses to set the
transform for the ContainerLayer. This way BuildContainerLayerFor knows what the container's transform is going to be
before constructing the children, which in the next patch will let us construct the children with the right resolution.