summaryrefslogtreecommitdiffstats
path: root/WebCore/page/animation/AnimationBase.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'WebCore/page/animation/AnimationBase.cpp')
-rw-r--r--WebCore/page/animation/AnimationBase.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/WebCore/page/animation/AnimationBase.cpp b/WebCore/page/animation/AnimationBase.cpp
index 7195d1f..83fd039 100644
--- a/WebCore/page/animation/AnimationBase.cpp
+++ b/WebCore/page/animation/AnimationBase.cpp
@@ -774,7 +774,7 @@ AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer
, m_object(renderer)
, m_animation(const_cast<Animation*>(transition))
, m_compAnim(compAnim)
- , m_fallbackAnimating(false)
+ , m_isAccelerated(false)
, m_transformFunctionListValid(false)
, m_nextIterationDuration(-1)
, m_next(0)
@@ -837,7 +837,7 @@ bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderS
if (wrapper) {
wrapper->blend(anim, dst, a, b, progress);
#if USE(ACCELERATED_COMPOSITING)
- return !wrapper->animationIsAccelerated() || anim->isFallbackAnimating();
+ return !wrapper->animationIsAccelerated() || !anim->isAccelerated();
#else
return true;
#endif
@@ -974,7 +974,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
// We won't try to start accelerated animations if we are overridden and
// just move on to the next state.
m_animState = AnimationStateStartWaitResponse;
- m_fallbackAnimating = true;
+ m_isAccelerated = false;
updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
}
else {
@@ -985,7 +985,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
bool started = startAnimation(timeOffset);
m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
- m_fallbackAnimating = !started;
+ m_isAccelerated = started;
}
break;
case AnimationStateStartWaitResponse:
@@ -1108,11 +1108,11 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
// We won't try to start accelerated animations if we are overridden and
// just move on to the next state.
updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
- m_fallbackAnimating = true;
+ m_isAccelerated = false;
} else {
bool started = startAnimation(beginAnimationUpdateTime() - m_startTime);
m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
- m_fallbackAnimating = !started;
+ m_isAccelerated = started;
}
break;
case AnimationStateFillingForwards: