added checks for painting_ when setting the outputdevice to active state and removed show/hide from start/stoppainting since during testing they caused transparent frames to appear when a window was set to paint again after stopping
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4 changed files with 5 additions and 15 deletions
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@ -76,10 +76,6 @@ void OffScreenOutputDevice::SetActive(bool active) {
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void OffScreenOutputDevice::OnPaint(const gfx::Rect& damage_rect) {
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gfx::Rect rect = damage_rect;
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if (!pending_damage_rect_.IsEmpty()) {
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rect.Union(pending_damage_rect_);
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pending_damage_rect_.SetRect(0, 0, 0, 0);
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}
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rect.Intersect(gfx::Rect(viewport_pixel_size_));
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if (rect.IsEmpty())
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