blob: 49a4b2258bcd7520cf447101949e4708be7ab8e4 [file] [log] [blame]
/*
* 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 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 GraphicsLayer_h
#define GraphicsLayer_h
#include "Animation.h"
#include "Color.h"
#include "FloatPoint.h"
#include "FloatPoint3D.h"
#include "FloatRect.h"
#include "FloatSize.h"
#include "GraphicsLayerClient.h"
#include "IntRect.h"
#include "PlatformLayer.h"
#include "TransformOperations.h"
#include <wtf/OwnPtr.h>
#include <wtf/PassOwnPtr.h>
#if ENABLE(CSS_FILTERS)
#include "FilterOperations.h"
#endif
#if ENABLE(CSS_COMPOSITING)
#include "GraphicsTypes.h"
#endif
enum LayerTreeAsTextBehaviorFlags {
LayerTreeAsTextBehaviorNormal = 0,
LayerTreeAsTextDebug = 1 << 0, // Dump extra debugging info like layer addresses.
LayerTreeAsTextIncludeVisibleRects = 1 << 1,
LayerTreeAsTextIncludeTileCaches = 1 << 2,
LayerTreeAsTextIncludeRepaintRects = 1 << 3,
LayerTreeAsTextIncludePaintingPhases = 1 << 4,
LayerTreeAsTextIncludeContentLayers = 1 << 5
};
typedef unsigned LayerTreeAsTextBehavior;
namespace WebCore {
class GraphicsContext;
class GraphicsLayerFactory;
class Image;
class TextStream;
class TiledBacking;
class TimingFunction;
class TransformationMatrix;
// Base class for animation values (also used for transitions). Here to
// represent values for properties being animated via the GraphicsLayer,
// without pulling in style-related data from outside of the platform directory.
// FIXME: Should be moved to its own header file.
class AnimationValue {
WTF_MAKE_FAST_ALLOCATED;
public:
virtual ~AnimationValue() { }
double keyTime() const { return m_keyTime; }
const TimingFunction* timingFunction() const { return m_timingFunction.get(); }
virtual PassOwnPtr<AnimationValue> clone() const = 0;
protected:
AnimationValue(double keyTime, PassRefPtr<TimingFunction> timingFunction = 0)
: m_keyTime(keyTime)
, m_timingFunction(timingFunction)
{
}
private:
double m_keyTime;
RefPtr<TimingFunction> m_timingFunction;
};
// Used to store one float value of an animation.
// FIXME: Should be moved to its own header file.
class FloatAnimationValue : public AnimationValue {
public:
static PassOwnPtr<FloatAnimationValue> create(double keyTime, float value, PassRefPtr<TimingFunction> timingFunction = 0)
{
return adoptPtr(new FloatAnimationValue(keyTime, value, timingFunction));
}
virtual PassOwnPtr<AnimationValue> clone() const override
{
return adoptPtr(new FloatAnimationValue(*this));
}
float value() const { return m_value; }
private:
FloatAnimationValue(double keyTime, float value, PassRefPtr<TimingFunction> timingFunction)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
float m_value;
};
// Used to store one transform value in a keyframe list.
// FIXME: Should be moved to its own header file.
class TransformAnimationValue : public AnimationValue {
public:
static PassOwnPtr<TransformAnimationValue> create(double keyTime, const TransformOperations& value, PassRefPtr<TimingFunction> timingFunction = 0)
{
return adoptPtr(new TransformAnimationValue(keyTime, value, timingFunction));
}
virtual PassOwnPtr<AnimationValue> clone() const override
{
return adoptPtr(new TransformAnimationValue(*this));
}
const TransformOperations& value() const { return m_value; }
private:
TransformAnimationValue(double keyTime, const TransformOperations& value, PassRefPtr<TimingFunction> timingFunction)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
TransformOperations m_value;
};
#if ENABLE(CSS_FILTERS)
// Used to store one filter value in a keyframe list.
// FIXME: Should be moved to its own header file.
class FilterAnimationValue : public AnimationValue {
public:
static PassOwnPtr<FilterAnimationValue> create(double keyTime, const FilterOperations& value, PassRefPtr<TimingFunction> timingFunction = 0)
{
return adoptPtr(new FilterAnimationValue(keyTime, value, timingFunction));
}
virtual PassOwnPtr<AnimationValue> clone() const override
{
return adoptPtr(new FilterAnimationValue(*this));
}
const FilterOperations& value() const { return m_value; }
private:
FilterAnimationValue(double keyTime, const FilterOperations& value, PassRefPtr<TimingFunction> timingFunction)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
FilterOperations m_value;
};
#endif
// Used to store a series of values in a keyframe list.
// Values will all be of the same type, which can be inferred from the property.
// FIXME: Should be moved to its own header file.
class KeyframeValueList {
public:
explicit KeyframeValueList(AnimatedPropertyID property)
: m_property(property)
{
}
KeyframeValueList(const KeyframeValueList& other)
: m_property(other.property())
{
for (size_t i = 0; i < other.m_values.size(); ++i)
m_values.append(other.m_values[i]->clone());
}
~KeyframeValueList()
{
}
KeyframeValueList& operator=(const KeyframeValueList& other)
{
KeyframeValueList copy(other);
swap(copy);
return *this;
}
void swap(KeyframeValueList& other)
{
std::swap(m_property, other.m_property);
m_values.swap(other.m_values);
}
AnimatedPropertyID property() const { return m_property; }
size_t size() const { return m_values.size(); }
const AnimationValue& at(size_t i) const { return *m_values.at(i); }
// Insert, sorted by keyTime.
void insert(PassOwnPtr<const AnimationValue>);
protected:
Vector<OwnPtr<const AnimationValue>> m_values;
AnimatedPropertyID m_property;
};
// GraphicsLayer is an abstraction for a rendering surface with backing store,
// which may have associated transformation and animations.
class GraphicsLayer {
WTF_MAKE_NONCOPYABLE(GraphicsLayer); WTF_MAKE_FAST_ALLOCATED;
public:
static std::unique_ptr<GraphicsLayer> create(GraphicsLayerFactory*, GraphicsLayerClient*);
virtual ~GraphicsLayer();
virtual void initialize() { }
typedef uint64_t PlatformLayerID;
virtual PlatformLayerID primaryLayerID() const { return 0; }
GraphicsLayerClient* client() const { return m_client; }
// Layer name. Only used to identify layers in debug output
const String& name() const { return m_name; }
virtual void setName(const String& name) { m_name = name; }
GraphicsLayer* parent() const { return m_parent; };
void setParent(GraphicsLayer*); // Internal use only.
// Returns true if the layer has the given layer as an ancestor (excluding self).
bool hasAncestor(GraphicsLayer*) const;
const Vector<GraphicsLayer*>& children() const { return m_children; }
// Returns true if the child list changed.
virtual bool setChildren(const Vector<GraphicsLayer*>&);
// Add child layers. If the child is already parented, it will be removed from its old parent.
virtual void addChild(GraphicsLayer*);
virtual void addChildAtIndex(GraphicsLayer*, int index);
virtual void addChildAbove(GraphicsLayer* layer, GraphicsLayer* sibling);
virtual void addChildBelow(GraphicsLayer* layer, GraphicsLayer* sibling);
virtual bool replaceChild(GraphicsLayer* oldChild, GraphicsLayer* newChild);
void removeAllChildren();
virtual void removeFromParent();
GraphicsLayer* maskLayer() const { return m_maskLayer; }
virtual void setMaskLayer(GraphicsLayer* layer) { m_maskLayer = layer; }
// The given layer will replicate this layer and its children; the replica renders behind this layer.
virtual void setReplicatedByLayer(GraphicsLayer*);
// Whether this layer is being replicated by another layer.
bool isReplicated() const { return m_replicaLayer; }
// The layer that replicates this layer (if any).
GraphicsLayer* replicaLayer() const { return m_replicaLayer; }
const FloatPoint& replicatedLayerPosition() const { return m_replicatedLayerPosition; }
void setReplicatedLayerPosition(const FloatPoint& p) { m_replicatedLayerPosition = p; }
enum ShouldSetNeedsDisplay {
DontSetNeedsDisplay,
SetNeedsDisplay
};
// Offset is origin of the renderer minus origin of the graphics layer.
FloatSize offsetFromRenderer() const { return m_offsetFromRenderer; }
void setOffsetFromRenderer(const FloatSize&, ShouldSetNeedsDisplay = SetNeedsDisplay);
// The position of the layer (the location of its top-left corner in its parent)
const FloatPoint& position() const { return m_position; }
virtual void setPosition(const FloatPoint& p) { m_position = p; }
// For platforms that move underlying platform layers on a different thread for scrolling; just update the GraphicsLayer state.
virtual void syncPosition(const FloatPoint& p) { m_position = p; }
// Anchor point: (0, 0) is top left, (1, 1) is bottom right. The anchor point
// affects the origin of the transforms.
const FloatPoint3D& anchorPoint() const { return m_anchorPoint; }
virtual void setAnchorPoint(const FloatPoint3D& p) { m_anchorPoint = p; }
// The size of the layer.
const FloatSize& size() const { return m_size; }
virtual void setSize(const FloatSize&);
// The boundOrigin affects the offset at which content is rendered, and sublayers are positioned.
const FloatPoint& boundsOrigin() const { return m_boundsOrigin; }
virtual void setBoundsOrigin(const FloatPoint& origin) { m_boundsOrigin = origin; }
const TransformationMatrix& transform() const { return m_transform; }
virtual void setTransform(const TransformationMatrix& t) { m_transform = t; }
const TransformationMatrix& childrenTransform() const { return m_childrenTransform; }
virtual void setChildrenTransform(const TransformationMatrix& t) { m_childrenTransform = t; }
bool preserves3D() const { return m_preserves3D; }
virtual void setPreserves3D(bool b) { m_preserves3D = b; }
bool masksToBounds() const { return m_masksToBounds; }
virtual void setMasksToBounds(bool b) { m_masksToBounds = b; }
bool drawsContent() const { return m_drawsContent; }
virtual void setDrawsContent(bool b) { m_drawsContent = b; }
bool contentsAreVisible() const { return m_contentsVisible; }
virtual void setContentsVisible(bool b) { m_contentsVisible = b; }
bool acceleratesDrawing() const { return m_acceleratesDrawing; }
virtual void setAcceleratesDrawing(bool b) { m_acceleratesDrawing = b; }
// The color used to paint the layer background. Pass an invalid color to remove it.
// Note that this covers the entire layer. Use setContentsToSolidColor() if the color should
// only cover the contentsRect.
const Color& backgroundColor() const { return m_backgroundColor; }
virtual void setBackgroundColor(const Color&);
// opaque means that we know the layer contents have no alpha
bool contentsOpaque() const { return m_contentsOpaque; }
virtual void setContentsOpaque(bool b) { m_contentsOpaque = b; }
bool backfaceVisibility() const { return m_backfaceVisibility; }
virtual void setBackfaceVisibility(bool b) { m_backfaceVisibility = b; }
float opacity() const { return m_opacity; }
virtual void setOpacity(float opacity) { m_opacity = opacity; }
#if ENABLE(CSS_FILTERS)
const FilterOperations& filters() const { return m_filters; }
// Returns true if filter can be rendered by the compositor
virtual bool setFilters(const FilterOperations& filters) { m_filters = filters; return true; }
#endif
#if ENABLE(CSS_COMPOSITING)
BlendMode blendMode() const { return m_blendMode; }
virtual void setBlendMode(BlendMode blendMode) { m_blendMode = blendMode; }
#endif
// Some GraphicsLayers paint only the foreground or the background content
GraphicsLayerPaintingPhase paintingPhase() const { return m_paintingPhase; }
void setPaintingPhase(GraphicsLayerPaintingPhase phase) { m_paintingPhase = phase; }
enum ShouldClipToLayer {
DoNotClipToLayer,
ClipToLayer
};
virtual void setNeedsDisplay() = 0;
// mark the given rect (in layer coords) as needing dispay. Never goes deep.
virtual void setNeedsDisplayInRect(const FloatRect&, ShouldClipToLayer = ClipToLayer) = 0;
virtual void setContentsNeedsDisplay() { };
// The tile phase is relative to the GraphicsLayer bounds.
virtual void setContentsTilePhase(const FloatPoint& p) { m_contentsTilePhase = p; }
FloatPoint contentsTilePhase() const { return m_contentsTilePhase; }
virtual void setContentsTileSize(const FloatSize& s) { m_contentsTileSize = s; }
FloatSize contentsTileSize() const { return m_contentsTileSize; }
bool hasContentsTiling() const { return !m_contentsTileSize.isEmpty(); }
// Set that the position/size of the contents (image or video).
FloatRect contentsRect() const { return m_contentsRect; }
virtual void setContentsRect(const FloatRect& r) { m_contentsRect = r; }
FloatRect contentsClippingRect() const { return m_contentsClippingRect; }
virtual void setContentsClippingRect(const FloatRect& r) { m_contentsClippingRect = r; }
// Transitions are identified by a special animation name that cannot clash with a keyframe identifier.
static String animationNameForTransition(AnimatedPropertyID);
// Return true if the animation is handled by the compositing system. If this returns
// false, the animation will be run by AnimationController.
// These methods handle both transitions and keyframe animations.
virtual bool addAnimation(const KeyframeValueList&, const FloatSize& /*boxSize*/, const Animation*, const String& /*animationName*/, double /*timeOffset*/) { return false; }
virtual void pauseAnimation(const String& /*animationName*/, double /*timeOffset*/) { }
virtual void removeAnimation(const String& /*animationName*/) { }
virtual void suspendAnimations(double time);
virtual void resumeAnimations();
// Layer contents
virtual void setContentsToImage(Image*) { }
virtual bool shouldDirectlyCompositeImage(Image*) const { return true; }
virtual void setContentsToMedia(PlatformLayer*) { } // video or plug-in
#if PLATFORM(IOS)
virtual PlatformLayer* contentsLayerForMedia() const { return 0; }
#endif
// Pass an invalid color to remove the contents layer.
virtual void setContentsToSolidColor(const Color&) { }
virtual void setContentsToCanvas(PlatformLayer*) { }
// FIXME: webkit.org/b/109658
// Should unify setContentsToMedia and setContentsToCanvas
virtual void setContentsToPlatformLayer(PlatformLayer* layer) { setContentsToMedia(layer); }
virtual bool hasContentsLayer() const { return false; }
// Callback from the underlying graphics system to draw layer contents.
void paintGraphicsLayerContents(GraphicsContext&, const FloatRect& clip);
// Callback from the underlying graphics system when the layer has been displayed
virtual void layerDidDisplay(PlatformLayer*) { }
// For hosting this GraphicsLayer in a native layer hierarchy.
virtual PlatformLayer* platformLayer() const { return 0; }
enum CompositingCoordinatesOrientation { CompositingCoordinatesTopDown, CompositingCoordinatesBottomUp };
// Flippedness of the contents of this layer. Does not affect sublayer geometry.
virtual void setContentsOrientation(CompositingCoordinatesOrientation orientation) { m_contentsOrientation = orientation; }
CompositingCoordinatesOrientation contentsOrientation() const { return m_contentsOrientation; }
void dumpLayer(TextStream&, int indent = 0, LayerTreeAsTextBehavior = LayerTreeAsTextBehaviorNormal) const;
virtual void setShowDebugBorder(bool show) { m_showDebugBorder = show; }
bool isShowingDebugBorder() const { return m_showDebugBorder; }
virtual void setShowRepaintCounter(bool show) { m_showRepaintCounter = show; }
bool isShowingRepaintCounter() const { return m_showRepaintCounter; }
// FIXME: this is really a paint count.
int repaintCount() const { return m_repaintCount; }
int incrementRepaintCount() { return ++m_repaintCount; }
virtual void setDebugBackgroundColor(const Color&) { }
virtual void setDebugBorder(const Color&, float /*borderWidth*/) { }
enum CustomAppearance { NoCustomAppearance, ScrollingOverhang, ScrollingShadow };
virtual void setCustomAppearance(CustomAppearance customAppearance) { m_customAppearance = customAppearance; }
CustomAppearance customAppearance() const { return m_customAppearance; }
enum CustomBehavior { NoCustomBehavior, CustomScrollingBehavior };
virtual void setCustomBehavior(CustomBehavior customBehavior) { m_customBehavior = customBehavior; }
CustomBehavior customBehavior() const { return m_customBehavior; }
// z-position is the z-equivalent of position(). It's only used for debugging purposes.
virtual float zPosition() const { return m_zPosition; }
virtual void setZPosition(float);
virtual void distributeOpacity(float);
virtual float accumulatedOpacity() const;
virtual void setMaintainsPixelAlignment(bool maintainsAlignment) { m_maintainsPixelAlignment = maintainsAlignment; }
virtual bool maintainsPixelAlignment() const { return m_maintainsPixelAlignment; }
#if PLATFORM(IOS)
virtual FloatSize pixelAlignmentOffset() const { return FloatSize(); }
bool hasFlattenedPerspectiveTransform() const { return !preserves3D() && m_childrenTransform.hasPerspective(); }
#endif
virtual void setAppliesPageScale(bool appliesScale = true) { m_appliesPageScale = appliesScale; }
virtual bool appliesPageScale() const { return m_appliesPageScale; }
float pageScaleFactor() const { return m_client ? m_client->pageScaleFactor() : 1; }
float deviceScaleFactor() const { return m_client ? m_client->deviceScaleFactor() : 1; }
virtual void deviceOrPageScaleFactorChanged() { }
void noteDeviceOrPageScaleFactorChangedIncludingDescendants();
// Some compositing systems may do internal batching to synchronize compositing updates
// with updates drawn into the window. These methods flush internal batched state on this layer
// and descendant layers, and this layer only.
virtual void flushCompositingState(const FloatRect& /* clipRect */) { }
virtual void flushCompositingStateForThisLayerOnly() { }
// If the exposed rect of this layer changes, returns true if this or descendant layers need a flush,
// for example to allocate new tiles.
virtual bool visibleRectChangeRequiresFlush(const FloatRect& /* clipRect */) const { return false; }
// Return a string with a human readable form of the layer tree, If debug is true
// pointers for the layers and timing data will be included in the returned string.
String layerTreeAsText(LayerTreeAsTextBehavior = LayerTreeAsTextBehaviorNormal) const;
// Return an estimate of the backing store memory cost (in bytes). May be incorrect for tiled layers.
virtual double backingStoreMemoryEstimate() const;
bool usingTiledBacking() const { return m_usingTiledBacking; }
virtual TiledBacking* tiledBacking() const { return 0; }
void resetTrackedRepaints();
void addRepaintRect(const FloatRect&);
static bool supportsBackgroundColorContent()
{
#if USE(CA) || USE(TEXTURE_MAPPER)
return true;
#else
return false;
#endif
}
#if USE(COORDINATED_GRAPHICS)
static bool supportsContentsTiling();
#else
static bool supportsContentsTiling()
{
// FIXME: Enable the feature on different ports.
return false;
}
#endif
void updateDebugIndicators();
virtual bool canThrottleLayerFlush() const { return false; }
virtual bool isGraphicsLayerCA() const { return false; }
virtual bool isGraphicsLayerCARemote() const { return false; }
protected:
// Should be called from derived class destructors. Should call willBeDestroyed() on super.
virtual void willBeDestroyed();
#if ENABLE(CSS_FILTERS)
// This method is used by platform GraphicsLayer classes to clear the filters
// when compositing is not done in hardware. It is not virtual, so the caller
// needs to notifiy the change to the platform layer as needed.
void clearFilters() { m_filters.clear(); }
// Given a KeyframeValueList containing filterOperations, return true if the operations are valid.
static int validateFilterOperations(const KeyframeValueList&);
#endif
// Given a list of TransformAnimationValues, see if all the operations for each keyframe match. If so
// return the index of the KeyframeValueList entry that has that list of operations (it may not be
// the first entry because some keyframes might have an empty transform and those match any list).
// If the lists don't match return -1. On return, if hasBigRotation is true, functions contain
// rotations of >= 180 degrees
static int validateTransformOperations(const KeyframeValueList&, bool& hasBigRotation);
virtual bool shouldRepaintOnSizeChange() const { return drawsContent(); }
virtual void setOpacityInternal(float) { }
// The layer being replicated.
GraphicsLayer* replicatedLayer() const { return m_replicatedLayer; }
virtual void setReplicatedLayer(GraphicsLayer* layer) { m_replicatedLayer = layer; }
GraphicsLayer(GraphicsLayerClient*);
void dumpProperties(TextStream&, int indent, LayerTreeAsTextBehavior) const;
virtual void dumpAdditionalProperties(TextStream&, int /*indent*/, LayerTreeAsTextBehavior) const { }
virtual void getDebugBorderInfo(Color&, float& width) const;
GraphicsLayerClient* m_client;
String m_name;
// Offset from the owning renderer
FloatSize m_offsetFromRenderer;
// Position is relative to the parent GraphicsLayer
FloatPoint m_position;
FloatPoint3D m_anchorPoint;
FloatSize m_size;
FloatPoint m_boundsOrigin;
TransformationMatrix m_transform;
TransformationMatrix m_childrenTransform;
Color m_backgroundColor;
float m_opacity;
float m_zPosition;
#if ENABLE(CSS_FILTERS)
FilterOperations m_filters;
#endif
#if ENABLE(CSS_COMPOSITING)
BlendMode m_blendMode;
#endif
bool m_contentsOpaque : 1;
bool m_preserves3D: 1;
bool m_backfaceVisibility : 1;
bool m_usingTiledBacking : 1;
bool m_masksToBounds : 1;
bool m_drawsContent : 1;
bool m_contentsVisible : 1;
bool m_acceleratesDrawing : 1;
bool m_maintainsPixelAlignment : 1;
bool m_appliesPageScale : 1; // Set for the layer which has the page scale applied to it.
bool m_showDebugBorder : 1;
bool m_showRepaintCounter : 1;
GraphicsLayerPaintingPhase m_paintingPhase;
CompositingCoordinatesOrientation m_contentsOrientation; // affects orientation of layer contents
Vector<GraphicsLayer*> m_children;
GraphicsLayer* m_parent;
GraphicsLayer* m_maskLayer; // Reference to mask layer. We don't own this.
GraphicsLayer* m_replicaLayer; // A layer that replicates this layer. We only allow one, for now.
// The replica is not parented; this is the primary reference to it.
GraphicsLayer* m_replicatedLayer; // For a replica layer, a reference to the original layer.
FloatPoint m_replicatedLayerPosition; // For a replica layer, the position of the replica.
FloatRect m_contentsRect;
FloatRect m_contentsClippingRect;
FloatPoint m_contentsTilePhase;
FloatSize m_contentsTileSize;
int m_repaintCount;
CustomAppearance m_customAppearance;
CustomBehavior m_customBehavior;
};
#define GRAPHICSLAYER_TYPE_CASTS(ToValueTypeName, predicate) \
TYPE_CASTS_BASE(ToValueTypeName, WebCore::GraphicsLayer, value, value->predicate, value.predicate)
} // namespace WebCore
#ifndef NDEBUG
// Outside the WebCore namespace for ease of invocation from gdb.
void showGraphicsLayerTree(const WebCore::GraphicsLayer* layer);
#endif
#endif // GraphicsLayer_h