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/*
* Copyright (C) 2009, 2013 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef RenderLayerCompositor_h
#define RenderLayerCompositor_h
#include "ChromeClient.h"
#include "GraphicsLayerClient.h"
#include "GraphicsLayerUpdater.h"
#include "RenderLayer.h"
#include <wtf/HashMap.h>
namespace WebCore {
class FixedPositionViewportConstraints;
class GraphicsLayer;
class GraphicsLayerUpdater;
class RenderEmbeddedObject;
class RenderNamedFlowFragment;
class RenderVideo;
class RenderWidget;
class ScrollingCoordinator;
class StickyPositionViewportConstraints;
class TiledBacking;
typedef unsigned LayerTreeFlags;
enum CompositingUpdateType {
CompositingUpdateAfterStyleChange,
CompositingUpdateAfterLayout,
CompositingUpdateOnHitTest,
CompositingUpdateOnScroll,
CompositingUpdateOnCompositedScroll
};
enum {
CompositingReasonNone = 0,
CompositingReason3DTransform = 1 << 0,
CompositingReasonVideo = 1 << 1,
CompositingReasonCanvas = 1 << 2,
CompositingReasonPlugin = 1 << 3,
CompositingReasonIFrame = 1 << 4,
CompositingReasonBackfaceVisibilityHidden = 1 << 5,
CompositingReasonClipsCompositingDescendants = 1 << 6,
CompositingReasonAnimation = 1 << 7,
CompositingReasonFilters = 1 << 8,
CompositingReasonPositionFixed = 1 << 9,
CompositingReasonPositionSticky = 1 << 10,
CompositingReasonOverflowScrollingTouch = 1 << 11,
CompositingReasonStacking = 1 << 12,
CompositingReasonOverlap = 1 << 13,
CompositingReasonNegativeZIndexChildren = 1 << 14,
CompositingReasonTransformWithCompositedDescendants = 1 << 15,
CompositingReasonOpacityWithCompositedDescendants = 1 << 16,
CompositingReasonMaskWithCompositedDescendants = 1 << 17,
CompositingReasonReflectionWithCompositedDescendants = 1 << 18,
CompositingReasonFilterWithCompositedDescendants = 1 << 19,
CompositingReasonBlendingWithCompositedDescendants = 1 << 20,
CompositingReasonPerspective = 1 << 21,
CompositingReasonPreserve3D = 1 << 22,
CompositingReasonRoot = 1 << 23,
CompositingReasonIsolatesCompositedBlendingDescendants = 1 << 24,
};
typedef unsigned CompositingReasons;
// RenderLayerCompositor manages the hierarchy of
// composited RenderLayers. It determines which RenderLayers
// become compositing, and creates and maintains a hierarchy of
// GraphicsLayers based on the RenderLayer painting order.
//
// There is one RenderLayerCompositor per RenderView.
class RenderLayerCompositor : public GraphicsLayerClient, public GraphicsLayerUpdaterClient {
WTF_MAKE_FAST_ALLOCATED;
public:
explicit RenderLayerCompositor(RenderView&);
~RenderLayerCompositor();
// Return true if this RenderView is in "compositing mode" (i.e. has one or more
// composited RenderLayers)
bool inCompositingMode() const { return m_compositing; }
// This will make a compositing layer at the root automatically, and hook up to
// the native view/window system.
void enableCompositingMode(bool enable = true);
bool inForcedCompositingMode() const { return m_forceCompositingMode; }
// Returns true if the accelerated compositing is enabled
bool hasAcceleratedCompositing() const { return m_hasAcceleratedCompositing; }
bool canRender3DTransforms() const;
// Copy the accelerated compositing related flags from Settings
void cacheAcceleratedCompositingFlags();
// Called when the layer hierarchy needs to be updated (compositing layers have been
// created, destroyed or re-parented).
void setCompositingLayersNeedRebuild(bool needRebuild = true);
bool compositingLayersNeedRebuild() const { return m_compositingLayersNeedRebuild; }
// GraphicsLayers buffer state, which gets pushed to the underlying platform layers
// at specific times.
void scheduleLayerFlush(bool canThrottle);
void flushPendingLayerChanges(bool isFlushRoot = true);
// flushPendingLayerChanges() flushes the entire GraphicsLayer tree, which can cross frame boundaries.
// This call returns the rootmost compositor that is being flushed (including self).
RenderLayerCompositor* enclosingCompositorFlushingLayers() const;
// Called when the GraphicsLayer for the given RenderLayer has flushed changes inside of flushPendingLayerChanges().
void didFlushChangesForLayer(RenderLayer&, const GraphicsLayer*);
// Called when something outside WebKit affects the visible rect (e.g. delegated scrolling). Might schedule a layer flush.
void didChangeVisibleRect();
// Rebuild the tree of compositing layers
void updateCompositingLayers(CompositingUpdateType, RenderLayer* updateRoot = nullptr);
// This is only used when state changes and we do not exepect a style update or layout to happen soon (e.g. when
// we discover that an iframe is overlapped during painting).
void scheduleCompositingLayerUpdate();
// This is used to cancel any pending update timers when the document goes into page cache.
void cancelCompositingLayerUpdate();
// Update the compositing state of the given layer. Returns true if that state changed.
enum CompositingChangeRepaint { CompositingChangeRepaintNow, CompositingChangeWillRepaintLater };
bool updateLayerCompositingState(RenderLayer&, CompositingChangeRepaint = CompositingChangeRepaintNow);
// Update the geometry for compositing children of compositingAncestor.
void updateCompositingDescendantGeometry(RenderLayer& compositingAncestor, RenderLayer&, bool compositedChildrenOnly);
// Whether layer's backing needs a graphics layer to do clipping by an ancestor (non-stacking-context parent with overflow).
bool clippedByAncestor(RenderLayer&) const;
// Whether layer's backing needs a graphics layer to clip z-order children of the given layer.
bool clipsCompositingDescendants(const RenderLayer&) const;
// Whether the given layer needs an extra 'contents' layer.
bool needsContentsCompositingLayer(const RenderLayer&) const;
bool supportsFixedRootBackgroundCompositing() const;
bool needsFixedRootBackgroundLayer(const RenderLayer&) const;
GraphicsLayer* fixedRootBackgroundLayer() const;
// Repaint the appropriate layers when the given RenderLayer starts or stops being composited.
void repaintOnCompositingChange(RenderLayer&);
void repaintInCompositedAncestor(RenderLayer&, const LayoutRect&);
// Notify us that a layer has been added or removed
void layerWasAdded(RenderLayer& parent, RenderLayer& child);
void layerWillBeRemoved(RenderLayer& parent, RenderLayer& child);
// Get the nearest ancestor layer that has overflow or clip, but is not a stacking context
RenderLayer* enclosingNonStackingClippingLayer(const RenderLayer&) const;
// Repaint all composited layers.
void repaintCompositedLayers();
// Returns true if the given layer needs it own backing store.
bool requiresOwnBackingStore(const RenderLayer&, const RenderLayer* compositingAncestorLayer, const LayoutRect& layerCompositedBoundsInAncestor, const LayoutRect& ancestorCompositedBounds) const;
WEBCORE_EXPORT RenderLayer& rootRenderLayer() const;
GraphicsLayer* rootGraphicsLayer() const;
WEBCORE_EXPORT GraphicsLayer* scrollLayer() const;
GraphicsLayer* clipLayer() const;
GraphicsLayer* rootContentLayer() const;
#if ENABLE(RUBBER_BANDING)
GraphicsLayer* headerLayer() const;
GraphicsLayer* footerLayer() const;
#endif
enum RootLayerAttachment {
RootLayerUnattached,
RootLayerAttachedViaChromeClient,
RootLayerAttachedViaEnclosingFrame
};
RootLayerAttachment rootLayerAttachment() const { return m_rootLayerAttachment; }
void updateRootLayerAttachment();
void updateRootLayerPosition();
void setIsInWindow(bool);
void clearBackingForAllLayers();
void layerBecameComposited(const RenderLayer&) { ++m_compositedLayerCount; }
void layerBecameNonComposited(const RenderLayer&);
#if ENABLE(VIDEO)
// Use by RenderVideo to ask if it should try to use accelerated compositing.
bool canAccelerateVideoRendering(RenderVideo&) const;
#endif
// Walk the tree looking for layers with 3d transforms. Useful in case you need
// to know if there is non-affine content, e.g. for drawing into an image.
bool has3DContent() const;
// Most platforms connect compositing layer trees between iframes and their parent document.
// Some (currently just Mac) allow iframes to do their own compositing.
static bool allowsIndependentlyCompositedFrames(const FrameView*);
bool shouldPropagateCompositingToEnclosingFrame() const;
static RenderLayerCompositor* frameContentsCompositor(RenderWidget*);
// Return true if the layers changed.
static bool parentFrameContentLayers(RenderWidget*);
// Update the geometry of the layers used for clipping and scrolling in frames.
void frameViewDidChangeLocation(const IntPoint& contentsOffset);
void frameViewDidChangeSize();
void frameViewDidScroll();
void frameViewDidAddOrRemoveScrollbars();
void frameViewDidLayout();
void rootFixedBackgroundsChanged();
void scrollingLayerDidChange(RenderLayer&);
void fixedRootBackgroundLayerChanged();
String layerTreeAsText(LayerTreeFlags);
virtual float deviceScaleFactor() const override;
virtual float contentsScaleMultiplierForNewTiles(const GraphicsLayer*) const override;
virtual float pageScaleFactor() const override;
virtual float zoomedOutPageScaleFactor() const override;
virtual void didCommitChangesForLayer(const GraphicsLayer*) const override;
virtual void notifyFlushBeforeDisplayRefresh(const GraphicsLayer*) override;
void layerTiledBackingUsageChanged(const GraphicsLayer*, bool /*usingTiledBacking*/);
bool acceleratedDrawingEnabled() const { return m_acceleratedDrawingEnabled; }
void deviceOrPageScaleFactorChanged();
void windowScreenDidChange(PlatformDisplayID);
GraphicsLayer* layerForHorizontalScrollbar() const { return m_layerForHorizontalScrollbar.get(); }
GraphicsLayer* layerForVerticalScrollbar() const { return m_layerForVerticalScrollbar.get(); }
GraphicsLayer* layerForScrollCorner() const { return m_layerForScrollCorner.get(); }
#if ENABLE(RUBBER_BANDING)
GraphicsLayer* layerForOverhangAreas() const { return m_layerForOverhangAreas.get(); }
GraphicsLayer* layerForContentShadow() const { return m_contentShadowLayer.get(); }
GraphicsLayer* updateLayerForTopOverhangArea(bool wantsLayer);
GraphicsLayer* updateLayerForBottomOverhangArea(bool wantsLayer);
GraphicsLayer* updateLayerForHeader(bool wantsLayer);
GraphicsLayer* updateLayerForFooter(bool wantsLayer);
#endif
ScrollableArea* scrollableAreaForScrollLayerID(ScrollingNodeID) const;
void updateScrollCoordinatedStatus(RenderLayer&);
void removeFromScrollCoordinatedLayers(RenderLayer&);
void willRemoveScrollingLayerWithBacking(RenderLayer&, RenderLayerBacking&);
void didAddScrollingLayer(RenderLayer&);
#if PLATFORM(IOS)
void registerAllViewportConstrainedLayers();
void unregisterAllViewportConstrainedLayers();
void registerAllScrollingLayers();
void unregisterAllScrollingLayers();
#endif
void resetTrackedRepaintRects();
void setTracksRepaints(bool);
void setShouldReevaluateCompositingAfterLayout() { m_reevaluateCompositingAfterLayout = true; }
bool viewHasTransparentBackground(Color* backgroundColor = 0) const;
bool hasNonMainLayersWithTiledBacking() const { return m_layersWithTiledBackingCount; }
CompositingReasons reasonsForCompositing(const RenderLayer&) const;
void setLayerFlushThrottlingEnabled(bool);
void disableLayerFlushThrottlingTemporarilyForInteraction();
void didPaintBacking(RenderLayerBacking*);
void setRootExtendedBackgroundColor(const Color&);
Color rootExtendedBackgroundColor() const { return m_rootExtendedBackgroundColor; }
private:
class OverlapMap;
// GraphicsLayerClient implementation
virtual void notifyFlushRequired(const GraphicsLayer*) override;
virtual void paintContents(const GraphicsLayer*, GraphicsContext&, GraphicsLayerPaintingPhase, const FloatRect&) override;
virtual void customPositionForVisibleRectComputation(const GraphicsLayer*, FloatPoint&) const override;
virtual bool isTrackingRepaints() const override;
// GraphicsLayerUpdaterClient implementation
virtual void flushLayersSoon(GraphicsLayerUpdater*) override;
// Whether the given RL needs a compositing layer.
bool needsToBeComposited(const RenderLayer&, RenderLayer::ViewportConstrainedNotCompositedReason* = 0) const;
// Whether the layer has an intrinsic need for compositing layer.
bool requiresCompositingLayer(const RenderLayer&, RenderLayer::ViewportConstrainedNotCompositedReason* = 0) const;
// Whether the layer could ever be composited.
bool canBeComposited(const RenderLayer&) const;
// Make or destroy the backing for this layer; returns true if backing changed.
bool updateBacking(RenderLayer&, CompositingChangeRepaint shouldRepaint);
void clearBackingForLayerIncludingDescendants(RenderLayer&);
void setIsInWindowForLayerIncludingDescendants(RenderLayer&, bool isInWindow);
// Repaint this and its child layers.
void recursiveRepaintLayer(RenderLayer&);
void addToOverlapMap(OverlapMap&, RenderLayer&, IntRect& layerBounds, bool& boundsComputed);
void addToOverlapMapRecursive(OverlapMap&, RenderLayer&, RenderLayer* ancestorLayer = nullptr);
void updateCompositingLayersTimerFired(Timer<RenderLayerCompositor>&);
// Returns true if any layer's compositing changed
void computeCompositingRequirements(RenderLayer* ancestorLayer, RenderLayer&, OverlapMap*, struct CompositingState&, bool& layersChanged, bool& descendantHas3DTransform);
void computeRegionCompositingRequirements(RenderNamedFlowFragment*, OverlapMap*, CompositingState&, bool& layersChanged, bool& anyDescendantHas3DTransform);
void computeCompositingRequirementsForNamedFlowFixed(RenderLayer&, OverlapMap*, CompositingState&, bool& layersChanged, bool& anyDescendantHas3DTransform);
// Recurses down the tree, parenting descendant compositing layers and collecting an array of child layers for the current compositing layer.
void rebuildCompositingLayerTree(RenderLayer&, Vector<GraphicsLayer*>& childGraphicsLayersOfEnclosingLayer, int depth);
// Recurses down the RenderFlowThread tree, parenting descendant compositing layers and collecting an array of child
// layers for the current compositing layer corresponding to the anonymous region (that belongs to the region's parent).
void rebuildRegionCompositingLayerTree(RenderNamedFlowFragment*, Vector<GraphicsLayer*>& childList, int depth);
void rebuildCompositingLayerTreeForNamedFlowFixed(RenderLayer&, Vector<GraphicsLayer*>& childList, int depth);
// Recurses down the tree, updating layer geometry only.
void updateLayerTreeGeometry(RenderLayer&, int depth);
// Hook compositing layers together
void setCompositingParent(RenderLayer& childLayer, RenderLayer* parentLayer);
void removeCompositedChildren(RenderLayer&);
bool layerHas3DContent(const RenderLayer&) const;
bool isRunningAcceleratedTransformAnimation(RenderLayerModelObject&) const;
void appendOverlayLayers(Vector<GraphicsLayer*>&);
bool hasAnyAdditionalCompositedLayers(const RenderLayer& rootLayer) const;
void ensureRootLayer();
void destroyRootLayer();
void attachRootLayer(RootLayerAttachment);
void detachRootLayer();
void rootLayerAttachmentChanged();
void updateOverflowControlsLayers();
void updateScrollLayerPosition();
FloatPoint positionForClipLayer() const;
void notifyIFramesOfCompositingChange();
bool isFlushingLayers() const { return m_flushingLayers; }
void updateScrollCoordinatedLayersAfterFlushIncludingSubframes();
void updateScrollCoordinatedLayersAfterFlush();
Page* page() const;
GraphicsLayerFactory* graphicsLayerFactory() const;
ScrollingCoordinator* scrollingCoordinator() const;
#if USE(REQUEST_ANIMATION_FRAME_DISPLAY_MONITOR)
PassRefPtr<DisplayRefreshMonitor> createDisplayRefreshMonitor(PlatformDisplayID) const;
#endif
bool requiresCompositingForAnimation(RenderLayerModelObject&) const;
bool requiresCompositingForTransform(RenderLayerModelObject&) const;
bool requiresCompositingForBackfaceVisibility(RenderLayerModelObject&) const;
bool requiresCompositingForVideo(RenderLayerModelObject&) const;
bool requiresCompositingForCanvas(RenderLayerModelObject&) const;
bool requiresCompositingForPlugin(RenderLayerModelObject&) const;
bool requiresCompositingForFrame(RenderLayerModelObject&) const;
bool requiresCompositingForFilters(RenderLayerModelObject&) const;
bool requiresCompositingForScrollableFrame() const;
bool requiresCompositingForPosition(RenderLayerModelObject&, const RenderLayer&, RenderLayer::ViewportConstrainedNotCompositedReason* = 0) const;
bool requiresCompositingForOverflowScrolling(const RenderLayer&) const;
bool requiresCompositingForIndirectReason(RenderLayerModelObject&, bool hasCompositedDescendants, bool has3DTransformedDescendants, RenderLayer::IndirectCompositingReason&) const;
#if PLATFORM(IOS)
bool requiresCompositingForScrolling(const RenderLayer&) const;
void updateCustomLayersAfterFlush();
ChromeClient* chromeClient() const;
#endif
enum ScrollCoordinationReason {
FixedOrSticky = 1 << 0,
Scrolling = 1 << 1
};
typedef unsigned ScrollCoordinationReasons;
void updateScrollCoordinationForThisFrame(ScrollingNodeID);
ScrollingNodeID attachScrollingNode(RenderLayer&, ScrollingNodeType, ScrollingNodeID parentNodeID);
void updateScrollCoordinatedLayer(RenderLayer&, ScrollCoordinationReasons);
void detachScrollCoordinatedLayer(RenderLayer&);
void reattachSubframeScrollLayers();
FixedPositionViewportConstraints computeFixedViewportConstraints(RenderLayer&) const;
StickyPositionViewportConstraints computeStickyViewportConstraints(RenderLayer&) const;
bool requiresScrollLayer(RootLayerAttachment) const;
bool requiresHorizontalScrollbarLayer() const;
bool requiresVerticalScrollbarLayer() const;
bool requiresScrollCornerLayer() const;
#if ENABLE(RUBBER_BANDING)
bool requiresOverhangAreasLayer() const;
bool requiresContentShadowLayer() const;
#endif
// True if the FrameView uses a ScrollingCoordinator.
bool hasCoordinatedScrolling() const;
bool isAsyncScrollableStickyLayer(const RenderLayer&, const RenderLayer** enclosingAcceleratedOverflowLayer = nullptr) const;
bool isViewportConstrainedFixedOrStickyLayer(const RenderLayer&) const;
bool shouldCompositeOverflowControls() const;
void scheduleLayerFlushNow();
bool isThrottlingLayerFlushes() const;
void startInitialLayerFlushTimerIfNeeded();
void startLayerFlushTimerIfNeeded();
void layerFlushTimerFired(Timer<RenderLayerCompositor>&);
void paintRelatedMilestonesTimerFired(Timer<RenderLayerCompositor>&);
#if !LOG_DISABLED
const char* logReasonsForCompositing(const RenderLayer&);
void logLayerInfo(const RenderLayer&, int depth);
#endif
bool mainFrameBackingIsTiled() const;
private:
RenderView& m_renderView;
std::unique_ptr<GraphicsLayer> m_rootContentLayer;
Timer<RenderLayerCompositor> m_updateCompositingLayersTimer;
bool m_hasAcceleratedCompositing;
ChromeClient::CompositingTriggerFlags m_compositingTriggers;
int m_compositedLayerCount;
bool m_showDebugBorders;
bool m_showRepaintCounter;
bool m_acceleratedDrawingEnabled;
// When true, we have to wait until layout has happened before we can decide whether to enter compositing mode,
// because only then do we know the final size of plugins and iframes.
mutable bool m_reevaluateCompositingAfterLayout;
bool m_compositing;
bool m_compositingLayersNeedRebuild;
bool m_flushingLayers;
bool m_shouldFlushOnReattach;
bool m_forceCompositingMode;
bool m_inPostLayoutUpdate; // true when it's OK to trust layout information (e.g. layer sizes and positions)
bool m_subframeScrollLayersNeedReattach;
bool m_isTrackingRepaints; // Used for testing.
unsigned m_layersWithTiledBackingCount;
RootLayerAttachment m_rootLayerAttachment;
// Enclosing clipping layer for iframe content
std::unique_ptr<GraphicsLayer> m_clipLayer;
std::unique_ptr<GraphicsLayer> m_scrollLayer;
#if PLATFORM(IOS)
HashSet<RenderLayer*> m_scrollingLayers;
HashSet<RenderLayer*> m_scrollingLayersNeedingUpdate;
#endif
HashSet<RenderLayer*> m_scrollCoordinatedLayers;
HashSet<RenderLayer*> m_scrollCoordinatedLayersNeedingUpdate;
// Enclosing layer for overflow controls and the clipping layer
std::unique_ptr<GraphicsLayer> m_overflowControlsHostLayer;
// Layers for overflow controls
std::unique_ptr<GraphicsLayer> m_layerForHorizontalScrollbar;
std::unique_ptr<GraphicsLayer> m_layerForVerticalScrollbar;
std::unique_ptr<GraphicsLayer> m_layerForScrollCorner;
#if ENABLE(RUBBER_BANDING)
std::unique_ptr<GraphicsLayer> m_layerForOverhangAreas;
std::unique_ptr<GraphicsLayer> m_contentShadowLayer;
std::unique_ptr<GraphicsLayer> m_layerForTopOverhangArea;
std::unique_ptr<GraphicsLayer> m_layerForBottomOverhangArea;
std::unique_ptr<GraphicsLayer> m_layerForHeader;
std::unique_ptr<GraphicsLayer> m_layerForFooter;
#endif
std::unique_ptr<GraphicsLayerUpdater> m_layerUpdater; // Updates tiled layer visible area periodically while animations are running.
Timer<RenderLayerCompositor> m_layerFlushTimer;
bool m_layerFlushThrottlingEnabled;
bool m_layerFlushThrottlingTemporarilyDisabledForInteraction;
bool m_hasPendingLayerFlush;
Timer<RenderLayerCompositor> m_paintRelatedMilestonesTimer;
#if !LOG_DISABLED
int m_rootLayerUpdateCount;
int m_obligateCompositedLayerCount; // count of layer that have to be composited.
int m_secondaryCompositedLayerCount; // count of layers that have to be composited because of stacking or overlap.
double m_obligatoryBackingStoreBytes;
double m_secondaryBackingStoreBytes;
#endif
Color m_rootExtendedBackgroundColor;
HashMap<ScrollingNodeID, RenderLayer*> m_scrollingNodeToLayerMap;
};
} // namespace WebCore
#endif // RenderLayerCompositor_h
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