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-rw-r--r--Source/WebCore/platform/graphics/android/GLWebViewState.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/Source/WebCore/platform/graphics/android/GLWebViewState.h b/Source/WebCore/platform/graphics/android/GLWebViewState.h
index 8d0f214..7892e83 100644
--- a/Source/WebCore/platform/graphics/android/GLWebViewState.h
+++ b/Source/WebCore/platform/graphics/android/GLWebViewState.h
@@ -75,7 +75,7 @@ class TexturesResult;
//
// The rendering model is to use tiles to display the BaseLayer (as obviously a
// BaseLayer's area can be arbitrarly large). The idea is to compute a set of
-// tiles covering the viewport's area, paint those tiles using the webview's
+// tiles covering the visibleContentRect's area, paint those tiles using the webview's
// content (i.e. the BaseLayer's PictureSet), then display those tiles.
// We check which tile we should use at every frame.
//
@@ -86,7 +86,7 @@ class TexturesResult;
// the BaseLayer's surface. When drawing, we ask the TiledPage to prepare()
// itself then draw itself on screen. The prepare() function is the one
// that schedules tiles to be painted -- i.e. the subset of tiles that intersect
-// with the current viewport. When they are ready, we can display
+// with the current visibleContentRect. When they are ready, we can display
// the TiledPage.
//
// Note that BaseLayerAndroid::drawGL() will return true to the java side if
@@ -102,7 +102,7 @@ class TexturesResult;
// accordingly (and therefore possible loss of quality): this is fast as it's
// purely a hardware operation. When the user is done zooming, we ask for
// TiledPage B to be painted at the new scale factor, covering the
-// viewport's area. When B is ready, we swap it with A.
+// visibleContentRect's area. When B is ready, we swap it with A.
//
// Texture allocation
// ------------------
@@ -111,17 +111,17 @@ class TexturesResult;
// get the GL textures from an existing pool, and reuse them.
//
// The way we do it is that when we call TiledPage::prepare(), we group the
-// tiles we need (i.e. in the viewport and dirty) into a TilesSet and call
+// tiles we need (i.e. in the visibleContentRect and dirty) into a TilesSet and call
// Tile::reserveTexture() for each tile (which ensures there is a specific
// GL textures backing the Tiles).
//
// reserveTexture() will ask the TilesManager for a texture. The allocation
// mechanism goal is to (in order):
// - prefers to allocate the same texture as the previous time
-// - prefers to allocate textures that are as far from the viewport as possible
+// - prefers to allocate textures that are as far from the visibleContentRect as possible
// - prefers to allocate textures that are used by different TiledPages
//
-// Note that to compute the distance of each tile from the viewport, each time
+// Note that to compute the distance of each tile from the visibleContentRect, each time
// we prepare() a TiledPage. Also during each prepare() we compute which tiles
// are dirty based on the info we have received from webkit.
//
@@ -173,12 +173,12 @@ public:
GLExtras* glExtras() { return &m_glExtras; }
void setIsScrolling(bool isScrolling) { m_isScrolling = isScrolling; }
- bool isScrolling() { return m_isScrolling || m_isViewportScrolling; }
+ bool isScrolling() { return m_isScrolling || m_isVisibleContentRectScrolling; }
bool setLayersRenderingMode(TexturesResult&);
- int drawGL(IntRect& rect, SkRect& visibleRect, IntRect* invalRect,
- IntRect& webViewRect, int titleBarHeight,
+ int drawGL(IntRect& rect, SkRect& visibleContentRect, IntRect* invalRect,
+ IntRect& screenRect, int titleBarHeight,
IntRect& clip, float scale,
bool* collectionsSwappedPtr, bool* newCollectionHasAnimPtr,
bool shouldDraw);
@@ -208,16 +208,16 @@ public:
void scrollLayer(int layerId, int x, int y);
private:
- void setViewport(const SkRect& viewport, float scale);
- double setupDrawing(const IntRect& viewRect, const SkRect& visibleRect,
- const IntRect& webViewRect, int titleBarHeight,
+ void setVisibleContentRect(const SkRect& visibleContentRect, float scale);
+ double setupDrawing(const IntRect& invScreenRect, const SkRect& visibleContentRect,
+ const IntRect& screenRect, int titleBarHeight,
const IntRect& screenClip, float scale);
void showFrameInfo(const IntRect& rect, bool collectionsSwapped);
void clearRectWithColor(const IntRect& rect, float r, float g,
float b, float a);
double m_prevDrawTime;
- SkRect m_viewport;
+ SkRect m_visibleContentRect;
IntRect m_frameworkLayersInval;
#ifdef MEASURES_PERF
@@ -229,7 +229,7 @@ private:
GLExtras m_glExtras;
bool m_isScrolling;
- bool m_isViewportScrolling;
+ bool m_isVisibleContentRectScrolling;
bool m_goingDown;
bool m_goingLeft;