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Bug 1746084 - Avoid generating InterpolateMatrix operations if there are no size dependencies. r=hiro
The issue here is that we end up with a transition between mismatched
transform lists that ends up generating an InterpolateMatrix {}
operation. So far so good, but we end up interpolating that a lot of
times and generating an unboundedly-deep operation list.
This implementas an optimization that flattens them to a single matrix
when possible (when there's no dependencies on the containing box).
This is similar to:
2b89cc4df4
We fix the to_pixel_length() behavior for LenghtPercentage to be
correct (and update callers to preserve behavior).
Differential Revision: https://phabricator.services.mozilla.com/D134784
This commit is contained in:
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103100e1ac
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@ -891,25 +891,8 @@ impl Animate for ComputedTransform {
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match (this_remainder, other_remainder) {
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// If there is a remainder from *both* lists we must have had mismatched functions.
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// => Add the remainders to a suitable ___Matrix function.
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(Some(this_remainder), Some(other_remainder)) => match procedure {
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Procedure::Add => {
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debug_assert!(false, "Should have already dealt with add by the point");
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return Err(());
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},
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Procedure::Interpolate { progress } => {
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result.push(TransformOperation::InterpolateMatrix {
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from_list: Transform(this_remainder.to_vec().into()),
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to_list: Transform(other_remainder.to_vec().into()),
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progress: Percentage(progress as f32),
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});
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},
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Procedure::Accumulate { count } => {
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result.push(TransformOperation::AccumulateMatrix {
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from_list: Transform(this_remainder.to_vec().into()),
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to_list: Transform(other_remainder.to_vec().into()),
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count: cmp::min(count, i32::max_value() as u64) as i32,
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});
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},
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(Some(this_remainder), Some(other_remainder)) => {
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result.push(TransformOperation::animate_mismatched_transforms(this_remainder, other_remainder, procedure)?);
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},
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// If there is a remainder from just one list, then one list must be shorter but
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// completely match the type of the corresponding functions in the longer list.
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@ -923,36 +906,19 @@ impl Animate for ComputedTransform {
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let identity = transform.to_animated_zero().unwrap();
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match transform {
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// We can't interpolate/accumulate ___Matrix types directly with a
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// matrix. Instead we need to wrap it in another ___Matrix type.
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TransformOperation::AccumulateMatrix { .. } |
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TransformOperation::InterpolateMatrix { .. } => {
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let transform_list = Transform(vec![transform.clone()].into());
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let identity_list = Transform(vec![identity].into());
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let (from_list, to_list) = if fill_right {
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(transform_list, identity_list)
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let (from, to) = if fill_right {
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(transform, &identity)
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} else {
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(identity_list, transform_list)
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(&identity, transform)
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};
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match procedure {
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Procedure::Add => Err(()),
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Procedure::Interpolate { progress } => {
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Ok(TransformOperation::InterpolateMatrix {
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from_list,
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to_list,
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progress: Percentage(progress as f32),
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})
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},
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Procedure::Accumulate { count } => {
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Ok(TransformOperation::AccumulateMatrix {
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from_list,
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to_list,
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count: cmp::min(count, i32::max_value() as u64)
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as i32,
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})
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},
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}
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TransformOperation::animate_mismatched_transforms(
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&[from.clone()],
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&[to.clone()],
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procedure,
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)
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},
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_ => {
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let (lhs, rhs) = if fill_right {
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@ -981,9 +947,13 @@ impl ComputeSquaredDistance for ComputedTransform {
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// Roll back to matrix interpolation if there is any Err(()) in the
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// transform lists, such as mismatched transform functions.
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//
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// FIXME: Using a zero size here seems a bit sketchy but matches the
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// previous behavior.
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if squared_dist.is_err() {
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let matrix1: Matrix3D = self.to_transform_3d_matrix(None)?.0.into();
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let matrix2: Matrix3D = other.to_transform_3d_matrix(None)?.0.into();
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let rect = euclid::Rect::zero();
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let matrix1: Matrix3D = self.to_transform_3d_matrix(Some(&rect))?.0.into();
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let matrix2: Matrix3D = other.to_transform_3d_matrix(Some(&rect))?.0.into();
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return matrix1.compute_squared_distance(&matrix2);
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}
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@ -1141,6 +1111,52 @@ impl Animate for ComputedTransformOperation {
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}
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}
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impl ComputedTransformOperation {
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/// If there are no size dependencies, we try to animate in-place, to avoid
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/// creating deeply nested Interpolate* operations.
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fn try_animate_mismatched_transforms_in_place(
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left: &[Self],
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right: &[Self],
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procedure: Procedure,
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) -> Result<Self, ()> {
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let (left, _left_3d) = Transform::components_to_transform_3d_matrix(left, None)?;
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let (right, _right_3d) = Transform::components_to_transform_3d_matrix(right, None)?;
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ComputedTransformOperation::Matrix3D(left.into()).animate(&ComputedTransformOperation::Matrix3D(right.into()), procedure)
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}
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fn animate_mismatched_transforms(
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left: &[Self],
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right: &[Self],
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procedure: Procedure,
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) -> Result<Self, ()> {
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if let Ok(op) = Self::try_animate_mismatched_transforms_in_place(left, right, procedure) {
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return Ok(op);
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}
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let from_list = Transform(left.to_vec().into());
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let to_list = Transform(right.to_vec().into());
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Ok(match procedure {
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Procedure::Add => {
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debug_assert!(false, "Addition should've been handled earlier");
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return Err(())
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},
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Procedure::Interpolate { progress } => {
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Self::InterpolateMatrix {
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from_list,
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to_list,
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progress: Percentage(progress as f32),
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}
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}
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Procedure::Accumulate { count } => {
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Self::AccumulateMatrix {
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from_list,
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to_list,
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count: cmp::min(count, i32::max_value() as u64) as i32,
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}
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}
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})
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}
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}
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// This might not be the most useful definition of distance. It might be better, for example,
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// to trace the distance travelled by a point as its transform is interpolated between the two
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// lists. That, however, proves to be quite complicated so we take a simple approach for now.
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@ -404,15 +404,7 @@ impl ToAbsoluteLength for ComputedLength {
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impl ToAbsoluteLength for ComputedLengthPercentage {
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#[inline]
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fn to_pixel_length(&self, containing_len: Option<ComputedLength>) -> Result<CSSFloat, ()> {
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match containing_len {
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Some(relative_len) => Ok(self.resolve(relative_len).px()),
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// If we don't have reference box, we cannot resolve the used value,
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// so only retrieve the length part. This will be used for computing
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// distance without any layout info.
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//
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// FIXME(emilio): This looks wrong.
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None => Ok(self.resolve(Zero::zero()).px()),
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}
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Ok(self.maybe_percentage_relative_to(containing_len).ok_or(())?.px())
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}
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}
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@ -572,12 +564,21 @@ impl<T> Transform<T> {
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impl<T: ToMatrix> Transform<T> {
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/// Return the equivalent 3d matrix of this transform list.
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///
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/// We return a pair: the first one is the transform matrix, and the second one
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/// indicates if there is any 3d transform function in this transform list.
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#[cfg_attr(rustfmt, rustfmt_skip)]
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pub fn to_transform_3d_matrix(
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&self,
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reference_box: Option<&Rect<ComputedLength>>
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) -> Result<(Transform3D<CSSFloat>, bool), ()> {
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Self::components_to_transform_3d_matrix(&self.0, reference_box)
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}
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/// Converts a series of components to a 3d matrix.
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pub fn components_to_transform_3d_matrix(
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ops: &[T],
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reference_box: Option<&Rect<ComputedLength>>
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) -> Result<(Transform3D<CSSFloat>, bool), ()> {
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let cast_3d_transform = |m: Transform3D<f64>| -> Transform3D<CSSFloat> {
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use std::{f32, f64};
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@ -590,26 +591,27 @@ impl<T: ToMatrix> Transform<T> {
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)
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};
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let (m, is_3d) = self.to_transform_3d_matrix_f64(reference_box)?;
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let (m, is_3d) = Self::components_to_transform_3d_matrix_f64(ops, reference_box)?;
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Ok((cast_3d_transform(m), is_3d))
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}
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/// Same as Transform::to_transform_3d_matrix but a f64 version.
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pub fn to_transform_3d_matrix_f64(
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&self,
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fn components_to_transform_3d_matrix_f64(
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ops: &[T],
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reference_box: Option<&Rect<ComputedLength>>,
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) -> Result<(Transform3D<f64>, bool), ()> {
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// We intentionally use Transform3D<f64> during computation to avoid error propagation
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// because using f32 to compute triangle functions (e.g. in rotation()) is not
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// accurate enough. In Gecko, we also use "double" to compute the triangle functions.
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// Therefore, let's use Transform3D<f64> during matrix computation and cast it into f32
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// in the end.
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// We intentionally use Transform3D<f64> during computation to avoid
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// error propagation because using f32 to compute triangle functions
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// (e.g. in rotation()) is not accurate enough. In Gecko, we also use
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// "double" to compute the triangle functions. Therefore, let's use
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// Transform3D<f64> during matrix computation and cast it into f32 in
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// the end.
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let mut transform = Transform3D::<f64>::identity();
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let mut contain_3d = false;
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for operation in &*self.0 {
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for operation in ops {
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let matrix = operation.to_3d_matrix(reference_box)?;
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contain_3d |= operation.is_3d();
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contain_3d = contain_3d || operation.is_3d();
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transform = matrix.then(&transform);
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}
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