Bug 922942 - Clean up some no longer used ShadowLayers code from BasicLayers. r=roc
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@@ -598,14 +598,8 @@ BasicLayerManager::EndTransactionInternal(DrawThebesLayerCallback aCallback,
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if (mTarget && mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) {
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nsIntRect clipRect;
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if (HasShadowManager()) {
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// If this has a shadow manager, the clip extents of mTarget are meaningless.
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// So instead just use the root layer's visible region bounds.
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const nsIntRect& bounds = mRoot->GetVisibleRegion().GetBounds();
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gfxRect deviceRect =
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mTarget->UserToDevice(gfxRect(bounds.x, bounds.y, bounds.width, bounds.height));
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clipRect = ToOutsideIntRect(deviceRect);
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} else {
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{
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gfxContextMatrixAutoSaveRestore save(mTarget);
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mTarget->SetMatrix(gfxMatrix());
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clipRect = ToOutsideIntRect(mTarget->GetClipExtents());
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@@ -854,14 +848,6 @@ BasicLayerManager::PaintSelfOrChildren(PaintLayerContext& aPaintContext,
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{
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BasicImplData* data = ToData(aPaintContext.mLayer);
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if (aPaintContext.mLayer->GetFirstChild() &&
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aPaintContext.mLayer->GetMaskLayer() &&
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HasShadowManager()) {
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// 'paint' the mask so that it gets sent to the shadow layer tree
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static_cast<BasicImplData*>(aPaintContext.mLayer->GetMaskLayer()->ImplData())
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->Paint(nullptr, nullptr);
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}
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/* Only paint ourself, or our children - This optimization relies on this! */
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Layer* child = aPaintContext.mLayer->GetFirstChild();
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if (!child) {
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@@ -910,7 +896,7 @@ BasicLayerManager::FlushGroup(PaintLayerContext& aPaintContext, bool aNeedsClipT
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BasicContainerLayer* container = static_cast<BasicContainerLayer*>(aPaintContext.mLayer);
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AutoSetOperator setOperator(aPaintContext.mTarget, container->GetOperator());
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PaintWithMask(aPaintContext.mTarget, aPaintContext.mLayer->GetEffectiveOpacity(),
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HasShadowManager() ? nullptr : aPaintContext.mLayer->GetMaskLayer());
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aPaintContext.mLayer->GetMaskLayer());
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}
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}
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