Bug 783368 - Prefer the critical display port, when set, in basic tiled layers. r=bgirard
If a critical display port is set, only validate content within it when using basic tiled layers.
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@@ -1311,10 +1311,12 @@ BasicShadowLayerManager::ProgressiveUpdateCallback(bool aHasPendingNewThebesCont
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const gfx3DMatrix& rootTransform = GetRoot()->GetTransform();
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float devPixelRatioX = 1 / rootTransform.GetXScale();
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float devPixelRatioY = 1 / rootTransform.GetYScale();
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gfx::Rect displayPort((metrics.mDisplayPort.x + metrics.mScrollOffset.x) * devPixelRatioX,
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(metrics.mDisplayPort.y + metrics.mScrollOffset.y) * devPixelRatioY,
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metrics.mDisplayPort.width * devPixelRatioX,
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metrics.mDisplayPort.height * devPixelRatioY);
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const gfx::Rect& metricsDisplayPort = metrics.mCriticalDisplayPort.IsEmpty() ?
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metrics.mDisplayPort : metrics.mCriticalDisplayPort;
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gfx::Rect displayPort((metricsDisplayPort.x + metrics.mScrollOffset.x) * devPixelRatioX,
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(metricsDisplayPort.y + metrics.mScrollOffset.y) * devPixelRatioY,
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metricsDisplayPort.width * devPixelRatioX,
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metricsDisplayPort.height * devPixelRatioY);
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return AndroidBridge::Bridge()->ProgressiveUpdateCallback(
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aHasPendingNewThebesContent, displayPort, devPixelRatioX,
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