WebCore/rendering/RenderLayerBacking.cpp
changeset 0 4f2f89ce4247
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/rendering/RenderLayerBacking.cpp	Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,1312 @@
+/*
+ * Copyright (C) 2009 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 COMPUTER, 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. 
+ */
+
+#include "config.h"
+
+#if USE(ACCELERATED_COMPOSITING)
+
+#include "AnimationController.h"
+#if ENABLE(3D_CANVAS)    
+#include "WebGLRenderingContext.h"
+#endif
+#include "CSSPropertyNames.h"
+#include "CSSStyleSelector.h"
+#include "FrameView.h"
+#include "GraphicsContext.h"
+#include "GraphicsLayer.h"
+#include "HTMLCanvasElement.h"
+#include "HTMLElement.h"
+#include "HTMLIFrameElement.h"
+#include "HTMLMediaElement.h"
+#include "HTMLNames.h"
+#include "InspectorTimelineAgent.h"
+#include "KeyframeList.h"
+#include "PluginViewBase.h"
+#include "RenderBox.h"
+#include "RenderIFrame.h"
+#include "RenderImage.h"
+#include "RenderLayerCompositor.h"
+#include "RenderEmbeddedObject.h"
+#include "RenderVideo.h"
+#include "RenderView.h"
+#include "Settings.h"
+
+#include "RenderLayerBacking.h"
+
+using namespace std;
+
+namespace WebCore {
+
+using namespace HTMLNames;
+
+static bool hasBorderOutlineOrShadow(const RenderStyle*);
+static bool hasBoxDecorationsOrBackground(const RenderObject*);
+static bool hasBoxDecorationsOrBackgroundImage(const RenderStyle*);
+static IntRect clipBox(RenderBox* renderer);
+
+static inline bool is3DCanvas(RenderObject* renderer)
+{
+#if ENABLE(3D_CANVAS)    
+    if (renderer->isCanvas())
+        return static_cast<HTMLCanvasElement*>(renderer->node())->is3D();
+#else
+    UNUSED_PARAM(renderer);
+#endif
+    return false;
+}
+
+RenderLayerBacking::RenderLayerBacking(RenderLayer* layer)
+    : m_owningLayer(layer)
+    , m_artificiallyInflatedBounds(false)
+{
+    createGraphicsLayer();
+}
+
+RenderLayerBacking::~RenderLayerBacking()
+{
+    updateClippingLayers(false, false);
+    updateForegroundLayer(false);
+    updateMaskLayer(false);
+    destroyGraphicsLayer();
+}
+
+void RenderLayerBacking::createGraphicsLayer()
+{
+    m_graphicsLayer = GraphicsLayer::create(this);
+    
+#ifndef NDEBUG
+    m_graphicsLayer->setName(nameForLayer());
+#endif  // NDEBUG
+
+    updateLayerOpacity(renderer()->style());
+    updateLayerTransform(renderer()->style());
+}
+
+void RenderLayerBacking::destroyGraphicsLayer()
+{
+    if (m_graphicsLayer)
+        m_graphicsLayer->removeFromParent();
+
+    m_graphicsLayer = 0;
+    m_foregroundLayer = 0;
+    m_clippingLayer = 0;
+    m_maskLayer = 0;
+}
+
+void RenderLayerBacking::updateLayerOpacity(const RenderStyle* style)
+{
+    m_graphicsLayer->setOpacity(compositingOpacity(style->opacity()));
+}
+
+void RenderLayerBacking::updateLayerTransform(const RenderStyle* style)
+{
+    // FIXME: This could use m_owningLayer->transform(), but that currently has transform-origin
+    // baked into it, and we don't want that.
+    TransformationMatrix t;
+    if (m_owningLayer->hasTransform()) {
+        style->applyTransform(t, toRenderBox(renderer())->borderBoxRect().size(), RenderStyle::ExcludeTransformOrigin);
+        makeMatrixRenderable(t, compositor()->hasAcceleratedCompositing());
+    }
+    
+    m_graphicsLayer->setTransform(t);
+}
+
+static bool hasNonZeroTransformOrigin(const RenderObject* renderer)
+{
+    RenderStyle* style = renderer->style();
+    return (style->transformOriginX().type() == Fixed && style->transformOriginX().value())
+        || (style->transformOriginY().type() == Fixed && style->transformOriginY().value());
+}
+
+static RenderLayer* enclosingOverflowClipAncestor(RenderLayer* layer, bool& crossesTransform)
+{
+    crossesTransform = false;
+
+    for (RenderLayer* curr = layer->parent(); curr; curr = curr->parent()) {
+        if (curr->renderer()->hasOverflowClip())
+            return curr;
+
+        if (curr->hasTransform())
+            crossesTransform = true;
+    }
+    
+    return 0;
+}
+
+void RenderLayerBacking::updateCompositedBounds()
+{
+    IntRect layerBounds = compositor()->calculateCompositedBounds(m_owningLayer, m_owningLayer);
+
+    // Clip to the size of the document or enclosing overflow-scroll layer.
+    if (compositor()->compositingConsultsOverlap() && !m_owningLayer->hasTransform()) {
+        bool crossesTransform;
+        RenderLayer* overflowAncestor = enclosingOverflowClipAncestor(m_owningLayer, crossesTransform);
+        // If an ancestor is transformed, we can't currently compute the correct rect to intersect with.
+        // We'd need RenderObject::convertContainerToLocalQuad(), which doesn't yet exist.
+        if (!crossesTransform) {
+            IntRect clippingBounds;
+            RenderLayer* boundsRelativeLayer;
+
+            if (overflowAncestor) {
+                RenderBox* overflowBox = toRenderBox(overflowAncestor->renderer());
+                // If scrollbars are visible, then constrain the layer to the scrollable area, so we can avoid redraws
+                // on scrolling. Otherwise just clip to the visible area (it can still be scrolled via JS, but we'll come
+                // back through this code when the scroll offset changes).
+                if (overflowBox->scrollsOverflow())
+                    clippingBounds = IntRect(-overflowAncestor->scrollXOffset(), -overflowAncestor->scrollYOffset(), overflowBox->scrollWidth(), overflowBox->scrollHeight());
+                else
+                    clippingBounds = clipBox(overflowBox);
+
+                boundsRelativeLayer = overflowAncestor;
+            } else {
+                RenderView* view = m_owningLayer->renderer()->view();
+                clippingBounds = view->layoutOverflowRect();
+                boundsRelativeLayer = view->layer();
+            }
+            
+            int deltaX = 0;
+            int deltaY = 0;
+            m_owningLayer->convertToLayerCoords(boundsRelativeLayer, deltaX, deltaY);
+            clippingBounds.move(-deltaX, -deltaY);
+            layerBounds.intersect(clippingBounds);
+        }
+    }
+    
+    // If the element has a transform-origin that has fixed lengths, and the renderer has zero size,
+    // then we need to ensure that the compositing layer has non-zero size so that we can apply
+    // the transform-origin via the GraphicsLayer anchorPoint (which is expressed as a fractional value).
+    if (layerBounds.isEmpty() && hasNonZeroTransformOrigin(renderer())) {
+        layerBounds.setWidth(1);
+        layerBounds.setHeight(1);
+        m_artificiallyInflatedBounds = true;
+    } else
+        m_artificiallyInflatedBounds = false;
+
+    setCompositedBounds(layerBounds);
+}
+
+void RenderLayerBacking::updateAfterWidgetResize()
+{
+    if (renderer()->isRenderIFrame()) {
+        if (RenderLayerCompositor* innerCompositor = RenderLayerCompositor::iframeContentsCompositor(toRenderIFrame(renderer())))
+            innerCompositor->updateContentLayerOffset(contentsBox().location());
+    }
+}
+
+void RenderLayerBacking::updateAfterLayout(UpdateDepth updateDepth, bool isUpdateRoot)
+{
+    RenderLayerCompositor* layerCompositor = compositor();
+    if (!layerCompositor->compositingLayersNeedRebuild()) {
+        // Calling updateGraphicsLayerGeometry() here gives incorrect results, because the
+        // position of this layer's GraphicsLayer depends on the position of our compositing
+        // ancestor's GraphicsLayer. That cannot be determined until all the descendant 
+        // RenderLayers of that ancestor have been processed via updateLayerPositions().
+        //
+        // The solution is to update compositing children of this layer here,
+        // via updateCompositingChildrenGeometry().
+        updateCompositedBounds();
+        layerCompositor->updateCompositingDescendantGeometry(m_owningLayer, m_owningLayer, updateDepth);
+        
+        if (isUpdateRoot) {
+            updateGraphicsLayerGeometry();
+            layerCompositor->updateRootLayerPosition();
+        }
+    }
+}
+
+bool RenderLayerBacking::updateGraphicsLayerConfiguration()
+{
+    RenderLayerCompositor* compositor = this->compositor();
+
+    bool layerConfigChanged = false;
+    if (updateForegroundLayer(compositor->needsContentsCompositingLayer(m_owningLayer)))
+        layerConfigChanged = true;
+    
+    if (updateClippingLayers(compositor->clippedByAncestor(m_owningLayer), compositor->clipsCompositingDescendants(m_owningLayer)))
+        layerConfigChanged = true;
+
+    if (updateMaskLayer(m_owningLayer->renderer()->hasMask()))
+        m_graphicsLayer->setMaskLayer(m_maskLayer.get());
+
+    if (m_owningLayer->hasReflection()) {
+        if (m_owningLayer->reflectionLayer()->backing()) {
+            GraphicsLayer* reflectionLayer = m_owningLayer->reflectionLayer()->backing()->graphicsLayer();
+            m_graphicsLayer->setReplicatedByLayer(reflectionLayer);
+        }
+    } else
+        m_graphicsLayer->setReplicatedByLayer(0);
+
+    if (isDirectlyCompositedImage())
+        updateImageContents();
+
+    if (renderer()->isEmbeddedObject() && toRenderEmbeddedObject(renderer())->allowsAcceleratedCompositing()) {
+        PluginViewBase* pluginViewBase = static_cast<PluginViewBase*>(toRenderEmbeddedObject(renderer())->widget());
+        m_graphicsLayer->setContentsToMedia(pluginViewBase->platformLayer());
+    }
+#if ENABLE(VIDEO)
+    else if (renderer()->isVideo()) {
+        HTMLMediaElement* mediaElement = static_cast<HTMLMediaElement*>(renderer()->node());
+        m_graphicsLayer->setContentsToMedia(mediaElement->platformLayer());
+    }
+#endif
+#if ENABLE(3D_CANVAS)    
+    else if (is3DCanvas(renderer())) {
+        HTMLCanvasElement* canvas = static_cast<HTMLCanvasElement*>(renderer()->node());
+        WebGLRenderingContext* context = static_cast<WebGLRenderingContext*>(canvas->renderingContext());
+        if (context->graphicsContext3D()->platformLayer())
+            m_graphicsLayer->setContentsToWebGL(context->graphicsContext3D()->platformLayer());
+    }
+#endif
+
+    if (renderer()->isRenderIFrame())
+        layerConfigChanged = RenderLayerCompositor::parentIFrameContentLayers(toRenderIFrame(renderer()));
+
+    return layerConfigChanged;
+}
+
+static IntRect clipBox(RenderBox* renderer)
+{
+    IntRect result = ClipRects::infiniteRect();
+    if (renderer->hasOverflowClip())
+        result = renderer->overflowClipRect(0, 0);
+
+    if (renderer->hasClip())
+        result.intersect(renderer->clipRect(0, 0));
+
+    return result;
+}
+
+void RenderLayerBacking::updateGraphicsLayerGeometry()
+{
+    // If we haven't built z-order lists yet, wait until later.
+    if (m_owningLayer->isStackingContext() && m_owningLayer->m_zOrderListsDirty)
+        return;
+
+    // Set transform property, if it is not animating. We have to do this here because the transform
+    // is affected by the layer dimensions.
+    if (!renderer()->animation()->isRunningAcceleratedAnimationOnRenderer(renderer(), CSSPropertyWebkitTransform))
+        updateLayerTransform(renderer()->style());
+
+    // Set opacity, if it is not animating.
+    if (!renderer()->animation()->isRunningAcceleratedAnimationOnRenderer(renderer(), CSSPropertyOpacity))
+        updateLayerOpacity(renderer()->style());
+    
+    RenderStyle* style = renderer()->style();
+    m_graphicsLayer->setPreserves3D(style->transformStyle3D() == TransformStyle3DPreserve3D && !renderer()->hasReflection());
+    m_graphicsLayer->setBackfaceVisibility(style->backfaceVisibility() == BackfaceVisibilityVisible);
+
+    RenderLayer* compAncestor = m_owningLayer->ancestorCompositingLayer();
+    
+    // We compute everything relative to the enclosing compositing layer.
+    IntRect ancestorCompositingBounds;
+    if (compAncestor) {
+        ASSERT(compAncestor->backing());
+        ancestorCompositingBounds = compAncestor->backing()->compositedBounds();
+    }
+
+    IntRect localCompositingBounds = compositedBounds();
+
+    IntRect relativeCompositingBounds(localCompositingBounds);
+    int deltaX = 0, deltaY = 0;
+    m_owningLayer->convertToLayerCoords(compAncestor, deltaX, deltaY);
+    relativeCompositingBounds.move(deltaX, deltaY);
+
+    IntPoint graphicsLayerParentLocation;
+    if (compAncestor && compAncestor->backing()->hasClippingLayer()) {
+        // If the compositing ancestor has a layer to clip children, we parent in that, and therefore
+        // position relative to it.
+        IntRect clippingBox = clipBox(toRenderBox(compAncestor->renderer()));
+        graphicsLayerParentLocation = clippingBox.location();
+    } else
+        graphicsLayerParentLocation = ancestorCompositingBounds.location();
+    
+    if (compAncestor && m_ancestorClippingLayer) {
+        // Call calculateRects to get the backgroundRect which is what is used to clip the contents of this
+        // layer. Note that we call it with temporaryClipRects = true because normally when computing clip rects
+        // for a compositing layer, rootLayer is the layer itself.
+        IntRect parentClipRect = m_owningLayer->backgroundClipRect(compAncestor, true);
+        m_ancestorClippingLayer->setPosition(FloatPoint() + (parentClipRect.location() - graphicsLayerParentLocation));
+        m_ancestorClippingLayer->setSize(parentClipRect.size());
+
+        // backgroundRect is relative to compAncestor, so subtract deltaX/deltaY to get back to local coords.
+        IntSize rendererOffset(parentClipRect.location().x() - deltaX, parentClipRect.location().y() - deltaY);
+        m_ancestorClippingLayer->setOffsetFromRenderer(rendererOffset);
+
+        // The primary layer is then parented in, and positioned relative to this clipping layer.
+        graphicsLayerParentLocation = parentClipRect.location();
+    }
+
+    m_graphicsLayer->setPosition(FloatPoint() + (relativeCompositingBounds.location() - graphicsLayerParentLocation));
+    
+    IntSize oldOffsetFromRenderer = m_graphicsLayer->offsetFromRenderer();
+    m_graphicsLayer->setOffsetFromRenderer(localCompositingBounds.location() - IntPoint());
+    // If the compositing layer offset changes, we need to repaint.
+    if (oldOffsetFromRenderer != m_graphicsLayer->offsetFromRenderer())
+        m_graphicsLayer->setNeedsDisplay();
+    
+    FloatSize oldSize = m_graphicsLayer->size();
+    FloatSize newSize = relativeCompositingBounds.size();
+    if (oldSize != newSize) {
+        m_graphicsLayer->setSize(newSize);
+        // A bounds change will almost always require redisplay. Usually that redisplay
+        // will happen because of a repaint elsewhere, but not always:
+        // e.g. see RenderView::setMaximalOutlineSize()
+        m_graphicsLayer->setNeedsDisplay();
+    }
+
+    // If we have a layer that clips children, position it.
+    IntRect clippingBox;
+    if (m_clippingLayer) {
+        clippingBox = clipBox(toRenderBox(renderer()));
+        m_clippingLayer->setPosition(FloatPoint() + (clippingBox.location() - localCompositingBounds.location()));
+        m_clippingLayer->setSize(clippingBox.size());
+        m_clippingLayer->setOffsetFromRenderer(clippingBox.location() - IntPoint());
+    }
+    
+    if (m_maskLayer) {
+        m_maskLayer->setSize(m_graphicsLayer->size());
+        m_maskLayer->setPosition(FloatPoint());
+    }
+    
+    if (m_owningLayer->hasTransform()) {
+        const IntRect borderBox = toRenderBox(renderer())->borderBoxRect();
+
+        // Get layout bounds in the coords of compAncestor to match relativeCompositingBounds.
+        IntRect layerBounds = IntRect(deltaX, deltaY, borderBox.width(), borderBox.height());
+
+        // Update properties that depend on layer dimensions
+        FloatPoint3D transformOrigin = computeTransformOrigin(borderBox);
+        // Compute the anchor point, which is in the center of the renderer box unless transform-origin is set.
+        FloatPoint3D anchor(relativeCompositingBounds.width()  != 0.0f ? ((layerBounds.x() - relativeCompositingBounds.x()) + transformOrigin.x()) / relativeCompositingBounds.width()  : 0.5f,
+                            relativeCompositingBounds.height() != 0.0f ? ((layerBounds.y() - relativeCompositingBounds.y()) + transformOrigin.y()) / relativeCompositingBounds.height() : 0.5f,
+                            transformOrigin.z());
+        m_graphicsLayer->setAnchorPoint(anchor);
+
+        RenderStyle* style = renderer()->style();
+        if (style->hasPerspective()) {
+            TransformationMatrix t = owningLayer()->perspectiveTransform();
+            
+            if (m_clippingLayer) {
+                m_clippingLayer->setChildrenTransform(t);
+                m_graphicsLayer->setChildrenTransform(TransformationMatrix());
+            }
+            else
+                m_graphicsLayer->setChildrenTransform(t);
+        } else {
+            if (m_clippingLayer)
+                m_clippingLayer->setChildrenTransform(TransformationMatrix());
+            else
+                m_graphicsLayer->setChildrenTransform(TransformationMatrix());
+        }
+    } else {
+        m_graphicsLayer->setAnchorPoint(FloatPoint3D(0.5f, 0.5f, 0));
+    }
+
+    if (m_foregroundLayer) {
+        FloatPoint foregroundPosition;
+        FloatSize foregroundSize = newSize;
+        IntSize foregroundOffset = m_graphicsLayer->offsetFromRenderer();
+        // If we have a clipping layer (which clips descendants), then the foreground layer is a child of it,
+        // so that it gets correctly sorted with children. In that case, position relative to the clipping layer.
+        if (m_clippingLayer) {
+            foregroundPosition = FloatPoint() + (localCompositingBounds.location() - clippingBox.location());
+            foregroundSize = FloatSize(clippingBox.size());
+            foregroundOffset = clippingBox.location() - IntPoint();
+        }
+
+        m_foregroundLayer->setPosition(foregroundPosition);
+        m_foregroundLayer->setSize(foregroundSize);
+        m_foregroundLayer->setOffsetFromRenderer(foregroundOffset);
+    }
+
+    if (m_owningLayer->reflectionLayer() && m_owningLayer->reflectionLayer()->isComposited()) {
+        RenderLayerBacking* reflectionBacking = m_owningLayer->reflectionLayer()->backing();
+        reflectionBacking->updateGraphicsLayerGeometry();
+        
+        // The reflection layer has the bounds of m_owningLayer->reflectionLayer(),
+        // but the reflected layer is the bounds of this layer, so we need to position it appropriately.
+        FloatRect layerBounds = compositedBounds();
+        FloatRect reflectionLayerBounds = reflectionBacking->compositedBounds();
+        reflectionBacking->graphicsLayer()->setReplicatedLayerPosition(FloatPoint() + (layerBounds.location() - reflectionLayerBounds.location()));
+    }
+
+    m_graphicsLayer->setContentsRect(contentsBox());
+    updateDrawsContent();
+    updateAfterWidgetResize();
+}
+
+void RenderLayerBacking::updateInternalHierarchy()
+{
+    // m_foregroundLayer has to be inserted in the correct order with child layers,
+    // so it's not inserted here.
+    if (m_ancestorClippingLayer) {
+        m_ancestorClippingLayer->removeAllChildren();
+        m_graphicsLayer->removeFromParent();
+        m_ancestorClippingLayer->addChild(m_graphicsLayer.get());
+    }
+
+    if (m_clippingLayer) {
+        m_clippingLayer->removeFromParent();
+        m_graphicsLayer->addChild(m_clippingLayer.get());
+    }
+}
+
+void RenderLayerBacking::updateDrawsContent()
+{
+    m_graphicsLayer->setDrawsContent(containsPaintedContent());
+}
+
+// Return true if the layers changed.
+bool RenderLayerBacking::updateClippingLayers(bool needsAncestorClip, bool needsDescendantClip)
+{
+    bool layersChanged = false;
+
+    if (needsAncestorClip) {
+        if (!m_ancestorClippingLayer) {
+            m_ancestorClippingLayer = GraphicsLayer::create(this);
+#ifndef NDEBUG
+            m_ancestorClippingLayer->setName("Ancestor clipping Layer");
+#endif
+            m_ancestorClippingLayer->setMasksToBounds(true);
+            layersChanged = true;
+        }
+    } else if (m_ancestorClippingLayer) {
+        m_ancestorClippingLayer->removeFromParent();
+        m_ancestorClippingLayer = 0;
+        layersChanged = true;
+    }
+    
+    if (needsDescendantClip) {
+        if (!m_clippingLayer) {
+            m_clippingLayer = GraphicsLayer::create(this);
+#ifndef NDEBUG
+            m_clippingLayer->setName("Child clipping Layer");
+#endif
+            m_clippingLayer->setMasksToBounds(true);
+            layersChanged = true;
+        }
+    } else if (m_clippingLayer) {
+        m_clippingLayer->removeFromParent();
+        m_clippingLayer = 0;
+        layersChanged = true;
+    }
+    
+    if (layersChanged)
+        updateInternalHierarchy();
+
+    return layersChanged;
+}
+
+bool RenderLayerBacking::updateForegroundLayer(bool needsForegroundLayer)
+{
+    bool layerChanged = false;
+    if (needsForegroundLayer) {
+        if (!m_foregroundLayer) {
+            m_foregroundLayer = GraphicsLayer::create(this);
+#ifndef NDEBUG
+            m_foregroundLayer->setName(nameForLayer() + " (foreground)");
+#endif
+            m_foregroundLayer->setDrawsContent(true);
+            m_foregroundLayer->setPaintingPhase(GraphicsLayerPaintForeground);
+            layerChanged = true;
+        }
+    } else if (m_foregroundLayer) {
+        m_foregroundLayer->removeFromParent();
+        m_foregroundLayer = 0;
+        layerChanged = true;
+    }
+
+    if (layerChanged)
+        m_graphicsLayer->setPaintingPhase(paintingPhaseForPrimaryLayer());
+
+    return layerChanged;
+}
+
+bool RenderLayerBacking::updateMaskLayer(bool needsMaskLayer)
+{
+    bool layerChanged = false;
+    if (needsMaskLayer) {
+        if (!m_maskLayer) {
+            m_maskLayer = GraphicsLayer::create(this);
+#ifndef NDEBUG
+            m_maskLayer->setName("Mask");
+#endif
+            m_maskLayer->setDrawsContent(true);
+            m_maskLayer->setPaintingPhase(GraphicsLayerPaintMask);
+            layerChanged = true;
+        }
+    } else if (m_maskLayer) {
+        m_maskLayer = 0;
+        layerChanged = true;
+    }
+
+    if (layerChanged)
+        m_graphicsLayer->setPaintingPhase(paintingPhaseForPrimaryLayer());
+
+    return layerChanged;
+}
+
+GraphicsLayerPaintingPhase RenderLayerBacking::paintingPhaseForPrimaryLayer() const
+{
+    unsigned phase = GraphicsLayerPaintBackground;
+    if (!m_foregroundLayer)
+        phase |= GraphicsLayerPaintForeground;
+    if (!m_maskLayer)
+        phase |= GraphicsLayerPaintMask;
+
+    return static_cast<GraphicsLayerPaintingPhase>(phase);
+}
+
+float RenderLayerBacking::compositingOpacity(float rendererOpacity) const
+{
+    float finalOpacity = rendererOpacity;
+    
+    for (RenderLayer* curr = m_owningLayer->parent(); curr; curr = curr->parent()) {
+        // We only care about parents that are stacking contexts.
+        // Recall that opacity creates stacking context.
+        if (!curr->isStackingContext())
+            continue;
+        
+        // If we found a compositing layer, we want to compute opacity
+        // relative to it. So we can break here.
+        if (curr->isComposited())
+            break;
+        
+        finalOpacity *= curr->renderer()->opacity();
+    }
+
+    return finalOpacity;
+}
+
+static bool hasBorderOutlineOrShadow(const RenderStyle* style)
+{
+    return style->hasBorder() || style->hasBorderRadius() || style->hasOutline() || style->hasAppearance() || style->boxShadow();
+}
+
+static bool hasBoxDecorationsOrBackground(const RenderObject* renderer)
+{
+    return hasBorderOutlineOrShadow(renderer->style()) || renderer->hasBackground();
+}
+
+static bool hasBoxDecorationsOrBackgroundImage(const RenderStyle* style)
+{
+    return hasBorderOutlineOrShadow(style) || style->hasBackgroundImage();
+}
+
+bool RenderLayerBacking::rendererHasBackground() const
+{
+    // FIXME: share more code here
+    if (renderer()->node() && renderer()->node()->isDocumentNode()) {
+        RenderObject* htmlObject = renderer()->firstChild();
+        if (!htmlObject)
+            return false;
+        
+        if (htmlObject->hasBackground())
+            return true;
+        
+        RenderObject* bodyObject = htmlObject->firstChild();
+        if (!bodyObject)
+            return false;
+        
+        return bodyObject->hasBackground();
+    }
+    
+    return renderer()->hasBackground();
+}
+
+const Color RenderLayerBacking::rendererBackgroundColor() const
+{
+    // FIXME: share more code here
+    if (renderer()->node() && renderer()->node()->isDocumentNode()) {
+        RenderObject* htmlObject = renderer()->firstChild();
+        if (htmlObject->hasBackground())
+            return htmlObject->style()->visitedDependentColor(CSSPropertyBackgroundColor);
+
+        RenderObject* bodyObject = htmlObject->firstChild();
+        return bodyObject->style()->visitedDependentColor(CSSPropertyBackgroundColor);
+    }
+
+    return renderer()->style()->visitedDependentColor(CSSPropertyBackgroundColor);
+}
+
+// A "simple container layer" is a RenderLayer which has no visible content to render.
+// It may have no children, or all its children may be themselves composited.
+// This is a useful optimization, because it allows us to avoid allocating backing store.
+bool RenderLayerBacking::isSimpleContainerCompositingLayer() const
+{
+    RenderObject* renderObject = renderer();
+    if (renderObject->isReplaced() ||       // replaced objects are not containers
+        renderObject->hasMask())            // masks require special treatment
+        return false;
+
+    RenderStyle* style = renderObject->style();
+
+    // Reject anything that has a border, a border-radius or outline,
+    // or any background (color or image).
+    // FIXME: we could optimize layers for simple backgrounds.
+    if (hasBoxDecorationsOrBackground(renderObject))
+        return false;
+
+    // If we have got this far and the renderer has no children, then we're ok.
+    if (!renderObject->firstChild())
+        return true;
+    
+    if (renderObject->node() && renderObject->node()->isDocumentNode()) {
+        // Look to see if the root object has a non-simple backgound
+        RenderObject* rootObject = renderObject->document()->documentElement()->renderer();
+        if (!rootObject)
+            return false;
+        
+        style = rootObject->style();
+        
+        // Reject anything that has a border, a border-radius or outline,
+        // or is not a simple background (no background, or solid color).
+        if (hasBoxDecorationsOrBackgroundImage(style))
+            return false;
+        
+        // Now look at the body's renderer.
+        HTMLElement* body = renderObject->document()->body();
+        RenderObject* bodyObject = (body && body->hasLocalName(bodyTag)) ? body->renderer() : 0;
+        if (!bodyObject)
+            return false;
+        
+        style = bodyObject->style();
+        
+        if (hasBoxDecorationsOrBackgroundImage(style))
+            return false;
+
+        // Ceck to see if all the body's children are compositing layers.
+        if (hasNonCompositingContent())
+            return false;
+        
+        return true;
+    }
+
+    // Check to see if all the renderer's children are compositing layers.
+    if (hasNonCompositingContent())
+        return false;
+    
+    return true;
+}
+
+// Conservative test for having no rendered children.
+bool RenderLayerBacking::hasNonCompositingContent() const
+{
+    if (m_owningLayer->hasOverflowControls())
+        return true;
+    
+    // Some HTML can cause whitespace text nodes to have renderers, like:
+    // <div>
+    // <img src=...>
+    // </div>
+    // so test for 0x0 RenderTexts here
+    for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) {
+        if (!child->hasLayer()) {
+            if (child->isRenderInline() || !child->isBox())
+                return true;
+            
+            if (toRenderBox(child)->width() > 0 || toRenderBox(child)->height() > 0)
+                return true;
+        }
+    }
+
+    if (m_owningLayer->isStackingContext()) {
+        // Use the m_hasCompositingDescendant bit to optimize?
+        if (Vector<RenderLayer*>* negZOrderList = m_owningLayer->negZOrderList()) {
+            size_t listSize = negZOrderList->size();
+            for (size_t i = 0; i < listSize; ++i) {
+                RenderLayer* curLayer = negZOrderList->at(i);
+                if (!curLayer->isComposited())
+                    return true;
+            }
+        }
+
+        if (Vector<RenderLayer*>* posZOrderList = m_owningLayer->posZOrderList()) {
+            size_t listSize = posZOrderList->size();
+            for (size_t i = 0; i < listSize; ++i) {
+                RenderLayer* curLayer = posZOrderList->at(i);
+                if (!curLayer->isComposited())
+                    return true;
+            }
+        }
+    }
+
+    if (Vector<RenderLayer*>* normalFlowList = m_owningLayer->normalFlowList()) {
+        size_t listSize = normalFlowList->size();
+        for (size_t i = 0; i < listSize; ++i) {
+            RenderLayer* curLayer = normalFlowList->at(i);
+            if (!curLayer->isComposited())
+                return true;
+        }
+    }
+
+    return false;
+}
+
+bool RenderLayerBacking::containsPaintedContent() const
+{
+    if (isSimpleContainerCompositingLayer() || paintingGoesToWindow() || m_artificiallyInflatedBounds || m_owningLayer->isReflection())
+        return false;
+
+    if (isDirectlyCompositedImage())
+        return false;
+
+    // FIXME: we could optimize cases where the image, video or canvas is known to fill the border box entirely,
+    // and set background color on the layer in that case, instead of allocating backing store and painting.
+    if (renderer()->isVideo() || is3DCanvas(renderer()))
+        return hasBoxDecorationsOrBackground(renderer());
+
+    return true;
+}
+
+// An image can be directly compositing if it's the sole content of the layer, and has no box decorations
+// that require painting. Direct compositing saves backing store.
+bool RenderLayerBacking::isDirectlyCompositedImage() const
+{
+    RenderObject* renderObject = renderer();
+    return renderObject->isImage() && !hasBoxDecorationsOrBackground(renderObject) && !renderObject->hasClip();
+}
+
+void RenderLayerBacking::rendererContentChanged()
+{
+    if (isDirectlyCompositedImage()) {
+        updateImageContents();
+        return;
+    }
+
+#if ENABLE(3D_CANVAS)    
+    if (is3DCanvas(renderer())) {
+        m_graphicsLayer->setContentsNeedsDisplay();
+        return;
+    }
+#endif
+}
+
+void RenderLayerBacking::updateImageContents()
+{
+    ASSERT(renderer()->isImage());
+    RenderImage* imageRenderer = toRenderImage(renderer());
+
+    CachedImage* cachedImage = imageRenderer->cachedImage();
+    if (!cachedImage)
+        return;
+
+    Image* image = cachedImage->image();
+    if (!image)
+        return;
+
+    // We have to wait until the image is fully loaded before setting it on the layer.
+    if (!cachedImage->isLoaded())
+        return;
+
+    // This is a no-op if the layer doesn't have an inner layer for the image.
+    m_graphicsLayer->setContentsToImage(image);
+    
+    // Image animation is "lazy", in that it automatically stops unless someone is drawing
+    // the image. So we have to kick the animation each time; this has the downside that the
+    // image will keep animating, even if its layer is not visible.
+    image->startAnimation();
+}
+
+FloatPoint3D RenderLayerBacking::computeTransformOrigin(const IntRect& borderBox) const
+{
+    RenderStyle* style = renderer()->style();
+
+    FloatPoint3D origin;
+    origin.setX(style->transformOriginX().calcFloatValue(borderBox.width()));
+    origin.setY(style->transformOriginY().calcFloatValue(borderBox.height()));
+    origin.setZ(style->transformOriginZ());
+
+    return origin;
+}
+
+FloatPoint RenderLayerBacking::computePerspectiveOrigin(const IntRect& borderBox) const
+{
+    RenderStyle* style = renderer()->style();
+
+    float boxWidth = borderBox.width();
+    float boxHeight = borderBox.height();
+
+    FloatPoint origin;
+    origin.setX(style->perspectiveOriginX().calcFloatValue(boxWidth));
+    origin.setY(style->perspectiveOriginY().calcFloatValue(boxHeight));
+
+    return origin;
+}
+
+// Return the offset from the top-left of this compositing layer at which the renderer's contents are painted.
+IntSize RenderLayerBacking::contentOffsetInCompostingLayer() const
+{
+    return IntSize(-m_compositedBounds.x(), -m_compositedBounds.y());
+}
+
+IntRect RenderLayerBacking::contentsBox() const
+{
+    if (!renderer()->isBox())
+        return IntRect();
+
+    IntRect contentsRect;
+#if ENABLE(VIDEO)
+    if (renderer()->isVideo()) {
+        RenderVideo* videoRenderer = toRenderVideo(renderer());
+        contentsRect = videoRenderer->videoBox();
+    } else
+#endif
+        contentsRect = toRenderBox(renderer())->contentBoxRect();
+
+    IntSize contentOffset = contentOffsetInCompostingLayer();
+    contentsRect.move(contentOffset);
+    return contentsRect;
+}
+
+// Map the given point from coordinates in the GraphicsLayer to RenderLayer coordinates.
+FloatPoint RenderLayerBacking::graphicsLayerToContentsCoordinates(const GraphicsLayer* graphicsLayer, const FloatPoint& point)
+{
+    return point + FloatSize(graphicsLayer->offsetFromRenderer());
+}
+
+// Map the given point from coordinates in the RenderLayer to GraphicsLayer coordinates.
+FloatPoint RenderLayerBacking::contentsToGraphicsLayerCoordinates(const GraphicsLayer* graphicsLayer, const FloatPoint& point)
+{
+    return point - FloatSize(graphicsLayer->offsetFromRenderer());
+}
+
+bool RenderLayerBacking::paintingGoesToWindow() const
+{
+    if (m_owningLayer->isRootLayer())
+        return compositor()->rootLayerAttachment() == RenderLayerCompositor::RootLayerAttachedViaChromeClient;
+    
+    return false;
+}
+
+void RenderLayerBacking::setContentsNeedDisplay()
+{
+    if (m_graphicsLayer && m_graphicsLayer->drawsContent())
+        m_graphicsLayer->setNeedsDisplay();
+    
+    if (m_foregroundLayer && m_foregroundLayer->drawsContent())
+        m_foregroundLayer->setNeedsDisplay();
+
+    if (m_maskLayer && m_maskLayer->drawsContent())
+        m_maskLayer->setNeedsDisplay();
+}
+
+// r is in the coordinate space of the layer's render object
+void RenderLayerBacking::setContentsNeedDisplayInRect(const IntRect& r)
+{
+    if (m_graphicsLayer && m_graphicsLayer->drawsContent()) {
+        FloatPoint dirtyOrigin = contentsToGraphicsLayerCoordinates(m_graphicsLayer.get(), FloatPoint(r.x(), r.y()));
+        FloatRect dirtyRect(dirtyOrigin, r.size());
+        FloatRect bounds(FloatPoint(), m_graphicsLayer->size());
+        if (bounds.intersects(dirtyRect))
+            m_graphicsLayer->setNeedsDisplayInRect(dirtyRect);
+    }
+
+    if (m_foregroundLayer && m_foregroundLayer->drawsContent()) {
+        // FIXME: do incremental repaint
+        m_foregroundLayer->setNeedsDisplay();
+    }
+
+    if (m_maskLayer && m_maskLayer->drawsContent()) {
+        // FIXME: do incremental repaint
+        m_maskLayer->setNeedsDisplay();
+    }
+}
+
+static void setClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect)
+{
+    if (paintDirtyRect == clipRect)
+        return;
+    p->save();
+    p->clip(clipRect);
+}
+
+static void restoreClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect)
+{
+    if (paintDirtyRect == clipRect)
+        return;
+    p->restore();
+}
+
+// Share this with RenderLayer::paintLayer, which would have to be educated about GraphicsLayerPaintingPhase?
+void RenderLayerBacking::paintIntoLayer(RenderLayer* rootLayer, GraphicsContext* context,
+                    const IntRect& paintDirtyRect,      // in the coords of rootLayer
+                    PaintBehavior paintBehavior, GraphicsLayerPaintingPhase paintingPhase,
+                    RenderObject* paintingRoot)
+{
+    if (paintingGoesToWindow()) {
+        ASSERT_NOT_REACHED();
+        return;
+    }
+    
+    m_owningLayer->updateLayerListsIfNeeded();
+    
+    // Calculate the clip rects we should use.
+    IntRect layerBounds, damageRect, clipRectToApply, outlineRect;
+    m_owningLayer->calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply, outlineRect);
+    
+    int x = layerBounds.x();        // layerBounds is computed relative to rootLayer
+    int y = layerBounds.y();
+    int tx = x - m_owningLayer->renderBoxX();
+    int ty = y - m_owningLayer->renderBoxY();
+
+    // If this layer's renderer is a child of the paintingRoot, we render unconditionally, which
+    // is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set).
+    // Else, our renderer tree may or may not contain the painting root, so we pass that root along
+    // so it will be tested against as we decend through the renderers.
+    RenderObject *paintingRootForRenderer = 0;
+    if (paintingRoot && !renderer()->isDescendantOf(paintingRoot))
+        paintingRootForRenderer = paintingRoot;
+
+    bool shouldPaint = (m_owningLayer->hasVisibleContent() || m_owningLayer->hasVisibleDescendant()) && m_owningLayer->isSelfPaintingLayer();
+
+    if (shouldPaint && (paintingPhase & GraphicsLayerPaintBackground)) {
+        // Paint our background first, before painting any child layers.
+        // Establish the clip used to paint our background.
+        setClip(context, paintDirtyRect, damageRect);
+        
+        PaintInfo info(context, damageRect, PaintPhaseBlockBackground, false, paintingRootForRenderer, 0);
+        renderer()->paint(info, tx, ty);
+
+        // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with
+        // z-index.  We paint after we painted the background/border, so that the scrollbars will
+        // sit above the background/border.
+        m_owningLayer->paintOverflowControls(context, x, y, damageRect);
+        
+        // Restore the clip.
+        restoreClip(context, paintDirtyRect, damageRect);
+
+        // Now walk the sorted list of children with negative z-indices. Only RenderLayers without compositing layers will paint.
+        m_owningLayer->paintList(m_owningLayer->negZOrderList(), rootLayer, context, paintDirtyRect, paintBehavior, paintingRoot, 0, 0);
+    }
+                
+    bool forceBlackText = paintBehavior & PaintBehaviorForceBlackText;
+    bool selectionOnly  = paintBehavior & PaintBehaviorSelectionOnly;
+
+    if (shouldPaint && (paintingPhase & GraphicsLayerPaintForeground)) {
+        // Set up the clip used when painting our children.
+        setClip(context, paintDirtyRect, clipRectToApply);
+        PaintInfo paintInfo(context, clipRectToApply, 
+                                          selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds,
+                                          forceBlackText, paintingRootForRenderer, 0);
+        renderer()->paint(paintInfo, tx, ty);
+
+        if (!selectionOnly) {
+            paintInfo.phase = PaintPhaseFloat;
+            renderer()->paint(paintInfo, tx, ty);
+
+            paintInfo.phase = PaintPhaseForeground;
+            renderer()->paint(paintInfo, tx, ty);
+
+            paintInfo.phase = PaintPhaseChildOutlines;
+            renderer()->paint(paintInfo, tx, ty);
+        }
+
+        // Now restore our clip.
+        restoreClip(context, paintDirtyRect, clipRectToApply);
+
+        if (!outlineRect.isEmpty()) {
+            // Paint our own outline
+            PaintInfo paintInfo(context, outlineRect, PaintPhaseSelfOutline, false, paintingRootForRenderer, 0);
+            setClip(context, paintDirtyRect, outlineRect);
+            renderer()->paint(paintInfo, tx, ty);
+            restoreClip(context, paintDirtyRect, outlineRect);
+        }
+
+        // Paint any child layers that have overflow.
+        m_owningLayer->paintList(m_owningLayer->normalFlowList(), rootLayer, context, paintDirtyRect, paintBehavior, paintingRoot, 0, 0);
+
+        // Now walk the sorted list of children with positive z-indices.
+        m_owningLayer->paintList(m_owningLayer->posZOrderList(), rootLayer, context, paintDirtyRect, paintBehavior, paintingRoot, 0, 0);
+    }
+    
+    if (shouldPaint && (paintingPhase & GraphicsLayerPaintMask)) {
+        if (renderer()->hasMask() && !selectionOnly && !damageRect.isEmpty()) {
+            setClip(context, paintDirtyRect, damageRect);
+
+            // Paint the mask.
+            PaintInfo paintInfo(context, damageRect, PaintPhaseMask, false, paintingRootForRenderer, 0);
+            renderer()->paint(paintInfo, tx, ty);
+            
+            // Restore the clip.
+            restoreClip(context, paintDirtyRect, damageRect);
+        }
+    }
+
+    ASSERT(!m_owningLayer->m_usedTransparency);
+}
+
+#if ENABLE(INSPECTOR)
+static InspectorTimelineAgent* inspectorTimelineAgent(RenderObject* renderer)
+{
+    Frame* frame = renderer->frame();
+    if (!frame)
+        return 0;
+    Page* page = frame->page();
+    if (!page)
+        return 0;
+    return page->inspectorTimelineAgent();
+}
+#endif
+
+// Up-call from compositing layer drawing callback.
+void RenderLayerBacking::paintContents(const GraphicsLayer*, GraphicsContext& context, GraphicsLayerPaintingPhase paintingPhase, const IntRect& clip)
+{
+#if ENABLE(INSPECTOR)
+    if (InspectorTimelineAgent* timelineAgent = inspectorTimelineAgent(m_owningLayer->renderer()))
+        timelineAgent->willPaint(clip);
+#endif
+
+    // We have to use the same root as for hit testing, because both methods
+    // can compute and cache clipRects.
+    IntRect enclosingBBox = compositedBounds();
+
+    IntRect clipRect(clip);
+    
+    // Set up the coordinate space to be in the layer's rendering coordinates.
+    context.translate(-enclosingBBox.x(), -enclosingBBox.y());
+
+    // Offset the clip.
+    clipRect.move(enclosingBBox.x(), enclosingBBox.y());
+    
+    // The dirtyRect is in the coords of the painting root.
+    IntRect dirtyRect = enclosingBBox;
+    dirtyRect.intersect(clipRect);
+
+    paintIntoLayer(m_owningLayer, &context, dirtyRect, PaintBehaviorNormal, paintingPhase, renderer());
+
+#if ENABLE(INSPECTOR)
+    if (InspectorTimelineAgent* timelineAgent = inspectorTimelineAgent(m_owningLayer->renderer()))
+        timelineAgent->didPaint();
+#endif
+}
+
+bool RenderLayerBacking::showDebugBorders() const
+{
+    return compositor() ? compositor()->showDebugBorders() : false;
+}
+
+bool RenderLayerBacking::showRepaintCounter() const
+{
+    return compositor() ? compositor()->showRepaintCounter() : false;
+}
+
+bool RenderLayerBacking::startAnimation(double timeOffset, const Animation* anim, const KeyframeList& keyframes)
+{
+    bool hasOpacity = keyframes.containsProperty(CSSPropertyOpacity);
+    bool hasTransform = keyframes.containsProperty(CSSPropertyWebkitTransform);
+    
+    if (!hasOpacity && !hasTransform)
+        return false;
+    
+    KeyframeValueList transformVector(AnimatedPropertyWebkitTransform);
+    KeyframeValueList opacityVector(AnimatedPropertyOpacity);
+
+    for (Vector<KeyframeValue>::const_iterator it = keyframes.beginKeyframes(); it != keyframes.endKeyframes(); ++it) {
+        const RenderStyle* keyframeStyle = it->style();
+        float key = it->key();
+
+        if (!keyframeStyle)
+            continue;
+            
+        // get timing function
+        const TimingFunction* tf = keyframeStyle->hasAnimations() ? &((*keyframeStyle->animations()).animation(0)->timingFunction()) : 0;
+        
+        if (hasTransform)
+            transformVector.insert(new TransformAnimationValue(key, &(keyframeStyle->transform()), tf));
+        
+        if (hasOpacity)
+            opacityVector.insert(new FloatAnimationValue(key, keyframeStyle->opacity(), tf));
+    }
+
+    bool didAnimateTransform = !hasTransform;
+    bool didAnimateOpacity = !hasOpacity;
+    
+    if (hasTransform && m_graphicsLayer->addAnimation(transformVector, toRenderBox(renderer())->borderBoxRect().size(), anim, keyframes.animationName(), timeOffset))
+        didAnimateTransform = true;
+
+    if (hasOpacity && m_graphicsLayer->addAnimation(opacityVector, IntSize(), anim, keyframes.animationName(), timeOffset))
+        didAnimateOpacity = true;
+    
+    bool runningAcceleratedAnimation = didAnimateTransform && didAnimateOpacity;
+    if (runningAcceleratedAnimation)
+        compositor()->didStartAcceleratedAnimation();
+
+    return runningAcceleratedAnimation;
+}
+
+bool RenderLayerBacking::startTransition(double timeOffset, int property, const RenderStyle* fromStyle, const RenderStyle* toStyle)
+{
+    bool didAnimate = false;
+    ASSERT(property != cAnimateAll);
+
+    if (property == (int)CSSPropertyOpacity) {
+        const Animation* opacityAnim = toStyle->transitionForProperty(CSSPropertyOpacity);
+        if (opacityAnim && !opacityAnim->isEmptyOrZeroDuration()) {
+            KeyframeValueList opacityVector(AnimatedPropertyOpacity);
+            opacityVector.insert(new FloatAnimationValue(0, compositingOpacity(fromStyle->opacity())));
+            opacityVector.insert(new FloatAnimationValue(1, compositingOpacity(toStyle->opacity())));
+            // The boxSize param is only used for transform animations (which can only run on RenderBoxes), so we pass an empty size here.
+            if (m_graphicsLayer->addAnimation(opacityVector, IntSize(), opacityAnim, String(), timeOffset)) {
+                // To ensure that the correct opacity is visible when the animation ends, also set the final opacity.
+                updateLayerOpacity(toStyle);
+                didAnimate = true;
+            }
+        }
+    }
+
+    if (property == (int)CSSPropertyWebkitTransform && m_owningLayer->hasTransform()) {
+        const Animation* transformAnim = toStyle->transitionForProperty(CSSPropertyWebkitTransform);
+        if (transformAnim && !transformAnim->isEmptyOrZeroDuration()) {
+            KeyframeValueList transformVector(AnimatedPropertyWebkitTransform);
+            transformVector.insert(new TransformAnimationValue(0, &fromStyle->transform()));
+            transformVector.insert(new TransformAnimationValue(1, &toStyle->transform()));
+            if (m_graphicsLayer->addAnimation(transformVector, toRenderBox(renderer())->borderBoxRect().size(), transformAnim, String(), timeOffset)) {
+                // To ensure that the correct transform is visible when the animation ends, also set the final opacity.
+                updateLayerTransform(toStyle);
+                didAnimate = true;
+            }
+        }
+    }
+
+    if (didAnimate)
+        compositor()->didStartAcceleratedAnimation();
+    
+    return didAnimate;
+}
+
+void RenderLayerBacking::notifyAnimationStarted(const GraphicsLayer*, double time)
+{
+    renderer()->animation()->notifyAnimationStarted(renderer(), time);
+}
+
+void RenderLayerBacking::notifySyncRequired(const GraphicsLayer*)
+{
+    if (!renderer()->documentBeingDestroyed())
+        compositor()->scheduleSync();
+}
+
+void RenderLayerBacking::animationFinished(const String& animationName)
+{
+    m_graphicsLayer->removeAnimationsForKeyframes(animationName);
+}
+
+void RenderLayerBacking::animationPaused(double timeOffset, const String& animationName)
+{
+    m_graphicsLayer->pauseAnimation(animationName, timeOffset);
+}
+
+void RenderLayerBacking::transitionFinished(int property)
+{
+    AnimatedPropertyID animatedProperty = cssToGraphicsLayerProperty(property);
+    if (animatedProperty != AnimatedPropertyInvalid)
+        m_graphicsLayer->removeAnimationsForProperty(animatedProperty);
+}
+
+void RenderLayerBacking::suspendAnimations(double time)
+{
+    m_graphicsLayer->suspendAnimations(time);
+}
+
+void RenderLayerBacking::resumeAnimations()
+{
+    m_graphicsLayer->resumeAnimations();
+}
+
+IntRect RenderLayerBacking::compositedBounds() const
+{
+    return m_compositedBounds;
+}
+
+void RenderLayerBacking::setCompositedBounds(const IntRect& bounds)
+{
+    m_compositedBounds = bounds;
+
+}
+int RenderLayerBacking::graphicsLayerToCSSProperty(AnimatedPropertyID property)
+{
+    int cssProperty = CSSPropertyInvalid;
+    switch (property) {
+        case AnimatedPropertyWebkitTransform:
+            cssProperty = CSSPropertyWebkitTransform;
+            break;
+        case AnimatedPropertyOpacity:
+            cssProperty = CSSPropertyOpacity;
+            break;
+        case AnimatedPropertyBackgroundColor:
+            cssProperty = CSSPropertyBackgroundColor;
+            break;
+        case AnimatedPropertyInvalid:
+            ASSERT_NOT_REACHED();
+    }
+    return cssProperty;
+}
+
+AnimatedPropertyID RenderLayerBacking::cssToGraphicsLayerProperty(int cssProperty)
+{
+    switch (cssProperty) {
+        case CSSPropertyWebkitTransform:
+            return AnimatedPropertyWebkitTransform;
+        case CSSPropertyOpacity:
+            return AnimatedPropertyOpacity;
+        case CSSPropertyBackgroundColor:
+            return AnimatedPropertyBackgroundColor;
+        // It's fine if we see other css properties here; they are just not accelerated.
+    }
+    return AnimatedPropertyInvalid;
+}
+
+#ifndef NDEBUG
+String RenderLayerBacking::nameForLayer() const
+{
+    String name = renderer()->renderName();
+    if (Node* node = renderer()->node()) {
+        if (node->isElementNode())
+            name += " " + static_cast<Element*>(node)->tagName();
+        if (node->hasID())
+            name += " \'" + static_cast<Element*>(node)->getIdAttribute() + "\'";
+    }
+
+    if (m_owningLayer->isReflection())
+        name += " (reflection)";
+
+    return name;
+}
+#endif
+
+CompositingLayerType RenderLayerBacking::compositingLayerType() const
+{
+    if (m_graphicsLayer->hasContentsLayer())
+        return MediaCompositingLayer;
+
+    if (m_graphicsLayer->drawsContent())
+        return m_graphicsLayer->usingTiledLayer() ? TiledCompositingLayer : NormalCompositingLayer;
+    
+    return ContainerCompositingLayer;
+}
+
+} // namespace WebCore
+
+#endif // USE(ACCELERATED_COMPOSITING)