author | Ryan VanderMeulen <ryanvm@gmail.com> |
Sat, 17 Jul 2010 18:26:02 +0200 | |
changeset 47863 | a0a4df1ca019e868b75b9a9292c5cb0411887d7a |
parent 47862 | 95cae32d3eee5f9e6335ca855ecd6623c85960d9 |
child 47864 | d2f2b0cd7cbd488ff753ef2034bb3c9ccf77017b |
push id | 14453 |
push user | dgottwald@mozilla.com |
push date | Sat, 17 Jul 2010 16:28:03 +0000 |
treeherder | autoland@d2f2b0cd7cbd [default view] [failures only] |
perfherder | [talos] [build metrics] [platform microbench] (compared to previous push) |
reviewers | roc |
bugs | 577344 |
milestone | 2.0b2pre |
first release with | nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
|
last release without | nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
|
--- a/gfx/layers/Layers.h +++ b/gfx/layers/Layers.h @@ -62,24 +62,19 @@ namespace layers { class Layer; class ThebesLayer; class ContainerLayer; class ImageLayer; class ColorLayer; class ImageContainer; class CanvasLayer; -#if defined(DEBUG) || defined(PR_LOGGING) #define NS_LAYER_DECL_NAME(n, e) \ virtual const char* Name() { return n; } \ virtual LayerType GetType() { return e; } -#else -#define NS_LAYER_DECL_NAME(n, e) \ - virtual LayerType GetType() { return e; } -#endif /* * Motivation: For truly smooth animation and video playback, we need to * be able to compose frames and render them on a dedicated thread (i.e. * off the main thread where DOM manipulation, script execution and layout * induce difficult-to-bound latency). This requires Gecko to construct * some kind of persistent scene structure (graph or tree) that can be * safely transmitted across threads. We have other scenarios (e.g. mobile