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Bug 1241078 - Only treat items as backface hidden if they are 3D-transformed. r=tlee
Add helper function nsIFrame::In3DContextAndBackfaceIsHidden() which checks both if a frame is backface-hidden and whether it is within a 3D-transform context. In FrameLayerBuilder, check this function rather than BackfaceIsHidden() to determine whether a frame needs a backface-hidden layer. This will avoid creating unnecessary extra layers for non-3d-transformed items which for some reason have backface-hidden set.
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@ -3519,7 +3519,7 @@ ContainerState::NewPaintedLayerData(nsDisplayItem* aItem,
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data.mAnimatedGeometryRootOffset = aTopLeft;
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data.mReferenceFrame = aItem->ReferenceFrame();
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data.mSingleItemFixedToViewport = aShouldFixToViewport;
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data.mBackfaceHidden = aItem->Frame()->BackfaceIsHidden();
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data.mBackfaceHidden = aItem->Frame()->In3DContextAndBackfaceIsHidden();
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data.mIsCaret = aItem->GetType() == nsDisplayItem::TYPE_CARET;
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data.mNewChildLayersIndex = mNewChildLayers.Length();
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@ -4138,7 +4138,7 @@ ContainerState::ProcessDisplayItems(nsDisplayList* aList)
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PaintedLayerData* paintedLayerData =
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mPaintedLayerDataTree.FindPaintedLayerFor(animatedGeometryRoot, agrScrollClip,
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itemVisibleRect, false,
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item->Frame()->BackfaceIsHidden(),
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item->Frame()->In3DContextAndBackfaceIsHidden(),
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avoidCreatingLayer,
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[&]() {
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layerCount++;
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@ -1164,6 +1164,12 @@ nsIFrame::Combines3DTransformWithAncestors() const
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return StyleDisplay()->HasTransform(this) || StyleDisplay()->BackfaceIsHidden();
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}
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bool
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nsIFrame::In3DContextAndBackfaceIsHidden() const
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{
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return Combines3DTransformWithAncestors() && StyleDisplay()->BackfaceIsHidden();
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}
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bool
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nsIFrame::HasPerspective() const
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{
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@ -1276,6 +1276,13 @@ public:
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*/
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bool Combines3DTransformWithAncestors() const;
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/**
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* Returns whether this frame has a hidden backface and has a parent that
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* Extend3DContext(). This is useful because in some cases the hidden
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* backface can safely be ignored if it could not be visible anyway.
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*/
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bool In3DContextAndBackfaceIsHidden() const;
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bool IsPreserve3DLeaf() const {
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return Combines3DTransformWithAncestors() && !Extend3DContext();
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}
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