diff options
Diffstat (limited to 'Source/WebCore/platform/graphics/android/GLWebViewState.h')
-rw-r--r-- | Source/WebCore/platform/graphics/android/GLWebViewState.h | 28 |
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; |