Source/core/rendering/RenderLayer.cpp
// FIXME: this is quite brute-force. We could be more efficient if we were to
// track state and update it as appropriate as changes are made in the Render tree.
this is quite brute-force. We could be more efficient if we were to
track state and update it as appropriate as changes are made in the Render tree.
this is quite brute - force . We could be more efficient if we were to track state and update it as appropriate as changes are made in the Render tree .
void RenderLayer::updateScrollingStateAfterCompositingChange()
{
    TRACE_EVENT0("blink_rendering", "RenderLayer::updateScrollingStateAfterCompositingChange");
    m_hasVisibleNonLayerContent = false;
    for (RenderObject* r = renderer()->slowFirstChild(); r; r = r->nextSibling()) {
        if (!r->hasLayer()) {
            m_hasVisibleNonLayerContent = true;
            break;
        }
    }
    m_hasNonCompositedChild = false;
    for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) {
        if (child->compositingState() == NotComposited) {
            m_hasNonCompositedChild = true;
            return;
        }
    }
}
void RenderLayer :: updateScrollingStateAfterCompositingChange ( ) { TRACE_EVENT0 ( " " , " " ) ; m_hasVisibleNonLayerContent = false ; for ( RenderObject * r = renderer ( ) -> slowFirstChild ( ) ; r ; r = r -> nextSibling ( ) ) { if ( ! r -> hasLayer ( ) ) { m_hasVisibleNonLayerContent = true ; break ; } } m_hasNonCompositedChild = false ; for ( RenderLayer * child = firstChild ( ) ; child ; child = child -> nextSibling ( ) ) { if ( child -> compositingState ( ) == NotComposited ) { m_hasNonCompositedChild = true ; return ; } } }
FIXME: this is quite brute-force.
FIXME : this is quite brute - force .