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authorChris Craik <ccraik@google.com>2011-09-23 13:35:27 -0700
committerChris Craik <ccraik@google.com>2011-09-23 13:35:27 -0700
commit1fa8d6ed441c26473ab89a9f6afe781dac53fcf6 (patch)
tree6100e13878080c9064764b209691a458730adbd9 /Source/WebCore/platform/graphics/android/GLWebViewState.cpp
parent10a44388d0f291ac0aa1af1a0ef9fa99c98c842c (diff)
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If we have a bad framework inval rect, request entire screen redraw
bug:5365139 This problem is occurring because we convert webkit invals to framework ones, but webkit invals don't account for stolen/discarded tiles/textures. This is just a temporary fix, see also bug:5321078 which describes the root of the problem. Change-Id: I6d823315dba8d669171c9c7c9ed3ca20fbed07ae
Diffstat (limited to 'Source/WebCore/platform/graphics/android/GLWebViewState.cpp')
-rw-r--r--Source/WebCore/platform/graphics/android/GLWebViewState.cpp19
1 files changed, 13 insertions, 6 deletions
diff --git a/Source/WebCore/platform/graphics/android/GLWebViewState.cpp b/Source/WebCore/platform/graphics/android/GLWebViewState.cpp
index 55419f4..a7d7780 100644
--- a/Source/WebCore/platform/graphics/android/GLWebViewState.cpp
+++ b/Source/WebCore/platform/graphics/android/GLWebViewState.cpp
@@ -599,12 +599,7 @@ bool GLWebViewState::drawGL(IntRect& rect, SkRect& viewport, IntRect* invalRect,
TilesManager::instance()->setInvertedScreenSwitch(false);
}
- if (fullScreenInval) {
- invalRect->setX(0);
- invalRect->setY(0);
- invalRect->setWidth(0);
- invalRect->setHeight(0);
- } else {
+ if (!fullScreenInval) {
FloatRect frameworkInval = TilesManager::instance()->shader()->rectInInvScreenCoord(
m_frameworkInval);
// Inflate the invalidate rect to avoid precision lost.
@@ -621,6 +616,18 @@ bool GLWebViewState::drawGL(IntRect& rect, SkRect& viewport, IntRect* invalRect,
XLOG("invalRect(%d, %d, %d, %d)", inval.x(),
inval.y(), inval.width(), inval.height());
+
+ if (!invalRect->intersects(rect)) {
+ // invalidate is occurring offscreen, do full inval to guarantee redraw
+ fullScreenInval = true;
+ }
+ }
+
+ if (fullScreenInval) {
+ invalRect->setX(0);
+ invalRect->setY(0);
+ invalRect->setWidth(0);
+ invalRect->setHeight(0);
}
} else {
resetFrameworkInval();