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d1f4ea261c
Not only animating transform-like properties, but also non-animating ones have to be passed into the compositor, so the final transform matrix could take them into account (on the compositor). Differential Revision: https://phabricator.services.mozilla.com/D33580 --HG-- extra : moz-landing-system : lando
682 lines
27 KiB
C++
682 lines
27 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AnimationHelper.h"
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#include "mozilla/ComputedTimingFunction.h" // for ComputedTimingFunction
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#include "mozilla/dom/AnimationEffectBinding.h" // for dom::FillMode
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#include "mozilla/dom/KeyframeEffectBinding.h" // for dom::IterationComposite
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#include "mozilla/dom/KeyframeEffect.h" // for dom::KeyFrameEffectReadOnly
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#include "mozilla/dom/Nullable.h" // for dom::Nullable
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#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
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#include "mozilla/layers/LayerAnimationUtils.h" // for TimingFunctionToComputedTimingFunction
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#include "mozilla/LayerAnimationInfo.h" // for GetCSSPropertiesFor()
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#include "mozilla/ServoBindings.h" // for Servo_ComposeAnimationSegment, etc
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#include "mozilla/StyleAnimationValue.h" // for StyleAnimationValue, etc
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#include "nsDeviceContext.h" // for AppUnitsPerCSSPixel
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#include "nsDisplayList.h" // for nsDisplayTransform, etc
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namespace mozilla {
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namespace layers {
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void CompositorAnimationStorage::Clear() {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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mAnimatedValues.Clear();
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mAnimations.Clear();
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mAnimationRenderRoots.Clear();
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}
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void CompositorAnimationStorage::ClearById(const uint64_t& aId) {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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mAnimatedValues.Remove(aId);
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mAnimations.Remove(aId);
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mAnimationRenderRoots.Remove(aId);
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}
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AnimatedValue* CompositorAnimationStorage::GetAnimatedValue(
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const uint64_t& aId) const {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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return mAnimatedValues.Get(aId);
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}
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OMTAValue CompositorAnimationStorage::GetOMTAValue(const uint64_t& aId) const {
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OMTAValue omtaValue = mozilla::null_t();
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auto animatedValue = GetAnimatedValue(aId);
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if (!animatedValue) {
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return omtaValue;
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}
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animatedValue->Value().match(
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[&](const AnimationTransform& aTransform) {
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gfx::Matrix4x4 transform = aTransform.mFrameTransform;
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const TransformData& data = aTransform.mData;
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float scale = data.appUnitsPerDevPixel();
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gfx::Point3D transformOrigin = data.transformOrigin();
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// Undo the rebasing applied by
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// nsDisplayTransform::GetResultingTransformMatrixInternal
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transform.ChangeBasis(-transformOrigin);
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// Convert to CSS pixels (this undoes the operations performed by
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// nsStyleTransformMatrix::ProcessTranslatePart which is called from
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// nsDisplayTransform::GetResultingTransformMatrix)
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double devPerCss = double(scale) / double(AppUnitsPerCSSPixel());
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transform._41 *= devPerCss;
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transform._42 *= devPerCss;
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transform._43 *= devPerCss;
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omtaValue = transform;
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},
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[&](const float& aOpacity) { omtaValue = aOpacity; },
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[&](const nscolor& aColor) { omtaValue = aColor; });
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return omtaValue;
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}
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void CompositorAnimationStorage::SetAnimatedValue(
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uint64_t aId, gfx::Matrix4x4&& aTransformInDevSpace,
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gfx::Matrix4x4&& aFrameTransform, const TransformData& aData) {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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auto count = mAnimatedValues.Count();
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AnimatedValue* value = mAnimatedValues.LookupOrAdd(
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aId, std::move(aTransformInDevSpace), std::move(aFrameTransform), aData);
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if (count == mAnimatedValues.Count()) {
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MOZ_ASSERT(value->Is<AnimationTransform>());
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*value = AnimatedValue(std::move(aTransformInDevSpace),
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std::move(aFrameTransform), aData);
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}
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}
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void CompositorAnimationStorage::SetAnimatedValue(
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uint64_t aId, gfx::Matrix4x4&& aTransformInDevSpace) {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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const TransformData dontCare = {};
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SetAnimatedValue(aId, std::move(aTransformInDevSpace), gfx::Matrix4x4(),
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dontCare);
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}
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void CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
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nscolor aColor) {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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auto count = mAnimatedValues.Count();
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AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId, aColor);
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if (count == mAnimatedValues.Count()) {
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MOZ_ASSERT(value->Is<nscolor>());
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*value = AnimatedValue(aColor);
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}
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}
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void CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
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const float& aOpacity) {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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auto count = mAnimatedValues.Count();
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AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId, aOpacity);
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if (count == mAnimatedValues.Count()) {
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MOZ_ASSERT(value->Is<float>());
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*value = AnimatedValue(aOpacity);
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}
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}
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nsTArray<PropertyAnimationGroup>* CompositorAnimationStorage::GetAnimations(
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const uint64_t& aId) const {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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return mAnimations.Get(aId);
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}
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void CompositorAnimationStorage::SetAnimations(uint64_t aId,
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const AnimationArray& aValue,
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wr::RenderRoot aRenderRoot) {
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MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
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mAnimations.Put(aId, new nsTArray<PropertyAnimationGroup>(
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AnimationHelper::ExtractAnimations(aValue)));
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mAnimationRenderRoots.Put(aId, aRenderRoot);
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}
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enum class CanSkipCompose {
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IfPossible,
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No,
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};
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static AnimationHelper::SampleResult SampleAnimationForProperty(
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TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime,
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const AnimatedValue* aPreviousValue, CanSkipCompose aCanSkipCompose,
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nsTArray<PropertyAnimation>& aPropertyAnimations,
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RefPtr<RawServoAnimationValue>& aAnimationValue) {
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MOZ_ASSERT(!aPropertyAnimations.IsEmpty(), "Should have animations");
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bool hasInEffectAnimations = false;
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#ifdef DEBUG
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// In cases where this function returns a SampleResult::Skipped, we actually
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// do populate aAnimationValue in debug mode, so that we can MOZ_ASSERT at the
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// call site that the value that would have been computed matches the stored
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// value that we end up using. This flag is used to ensure we populate
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// aAnimationValue in this scenario.
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bool shouldBeSkipped = false;
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#endif
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// Process in order, since later animations override earlier ones.
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for (PropertyAnimation& animation : aPropertyAnimations) {
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MOZ_ASSERT(
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(!animation.mOriginTime.IsNull() && animation.mStartTime.isSome()) ||
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animation.mIsNotPlaying,
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"If we are playing, we should have an origin time and a start time");
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// Determine if the animation was play-pending and used a ready time later
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// than the previous frame time.
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//
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// To determine this, _all_ of the following conditions need to hold:
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//
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// * There was no previous animation value (i.e. this is the first frame for
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// the animation since it was sent to the compositor), and
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// * The animation is playing, and
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// * There is a previous frame time, and
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// * The ready time of the animation is ahead of the previous frame time.
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//
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bool hasFutureReadyTime = false;
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if (!aPreviousValue && !animation.mIsNotPlaying &&
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!aPreviousFrameTime.IsNull()) {
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// This is the inverse of the calculation performed in
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// AnimationInfo::StartPendingAnimations to calculate the start time of
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// play-pending animations.
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// Note that we have to calculate (TimeStamp + TimeDuration) last to avoid
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// underflow in the middle of the calulation.
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const TimeStamp readyTime =
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animation.mOriginTime +
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(animation.mStartTime.ref() +
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animation.mHoldTime.MultDouble(1.0 / animation.mPlaybackRate));
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hasFutureReadyTime =
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!readyTime.IsNull() && readyTime > aPreviousFrameTime;
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}
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// Use the previous vsync time to make main thread animations and compositor
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// more closely aligned.
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//
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// On the first frame where we have animations the previous timestamp will
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// not be set so we simply use the current timestamp. As a result we will
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// end up painting the first frame twice. That doesn't appear to be
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// noticeable, however.
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//
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// Likewise, if the animation is play-pending, it may have a ready time that
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// is *after* |aPreviousFrameTime| (but *before* |aCurrentFrameTime|).
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// To avoid flicker we need to use |aCurrentFrameTime| to avoid temporarily
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// jumping backwards into the range prior to when the animation starts.
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const TimeStamp& timeStamp =
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aPreviousFrameTime.IsNull() || hasFutureReadyTime ? aCurrentFrameTime
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: aPreviousFrameTime;
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// If the animation is not currently playing, e.g. paused or
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// finished, then use the hold time to stay at the same position.
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TimeDuration elapsedDuration =
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animation.mIsNotPlaying || animation.mStartTime.isNothing()
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? animation.mHoldTime
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: (timeStamp - animation.mOriginTime - animation.mStartTime.ref())
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.MultDouble(animation.mPlaybackRate);
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ComputedTiming computedTiming = dom::AnimationEffect::GetComputedTimingAt(
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dom::Nullable<TimeDuration>(elapsedDuration), animation.mTiming,
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animation.mPlaybackRate);
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if (computedTiming.mProgress.IsNull()) {
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continue;
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}
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dom::IterationCompositeOperation iterCompositeOperation =
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animation.mIterationComposite;
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// Skip calculation if the progress hasn't changed since the last
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// calculation.
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// Note that we don't skip calculate this animation if there is another
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// animation since the other animation might be 'accumulate' or 'add', or
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// might have a missing keyframe (i.e. this animation value will be used in
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// the missing keyframe).
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// FIXME Bug 1455476: We should do this optimizations for the case where
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// the layer has multiple animations and multiple properties.
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if (aCanSkipCompose == CanSkipCompose::IfPossible &&
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!dom::KeyframeEffect::HasComputedTimingChanged(
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computedTiming, iterCompositeOperation,
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animation.mProgressOnLastCompose,
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animation.mCurrentIterationOnLastCompose)) {
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#ifdef DEBUG
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shouldBeSkipped = true;
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#else
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return AnimationHelper::SampleResult::Skipped;
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#endif
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}
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uint32_t segmentIndex = 0;
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size_t segmentSize = animation.mSegments.Length();
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PropertyAnimation::SegmentData* segment = animation.mSegments.Elements();
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while (segment->mEndPortion < computedTiming.mProgress.Value() &&
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segmentIndex < segmentSize - 1) {
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++segment;
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++segmentIndex;
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}
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double positionInSegment =
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(computedTiming.mProgress.Value() - segment->mStartPortion) /
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(segment->mEndPortion - segment->mStartPortion);
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double portion = ComputedTimingFunction::GetPortion(
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segment->mFunction, positionInSegment, computedTiming.mBeforeFlag);
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// Like above optimization, skip calculation if the target segment isn't
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// changed and if the portion in the segment isn't changed.
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// This optimization is needed for CSS animations/transitions with step
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// timing functions (e.g. the throbber animation on tabs or frame based
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// animations).
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// FIXME Bug 1455476: Like the above optimization, we should apply this
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// optimizations for multiple animation cases and multiple properties as
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// well.
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if (aCanSkipCompose == CanSkipCompose::IfPossible &&
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animation.mSegmentIndexOnLastCompose == segmentIndex &&
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!animation.mPortionInSegmentOnLastCompose.IsNull() &&
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animation.mPortionInSegmentOnLastCompose.Value() == portion) {
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#ifdef DEBUG
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shouldBeSkipped = true;
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#else
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return AnimationHelper::SampleResult::Skipped;
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#endif
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}
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AnimationPropertySegment animSegment;
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animSegment.mFromKey = 0.0;
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animSegment.mToKey = 1.0;
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animSegment.mFromValue = AnimationValue(segment->mStartValue);
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animSegment.mToValue = AnimationValue(segment->mEndValue);
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animSegment.mFromComposite = segment->mStartComposite;
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animSegment.mToComposite = segment->mEndComposite;
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// interpolate the property
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aAnimationValue =
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Servo_ComposeAnimationSegment(
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&animSegment, aAnimationValue,
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animation.mSegments.LastElement().mEndValue, iterCompositeOperation,
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portion, computedTiming.mCurrentIteration)
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.Consume();
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#ifdef DEBUG
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if (shouldBeSkipped) {
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return AnimationHelper::SampleResult::Skipped;
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}
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#endif
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hasInEffectAnimations = true;
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animation.mProgressOnLastCompose = computedTiming.mProgress;
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animation.mCurrentIterationOnLastCompose = computedTiming.mCurrentIteration;
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animation.mSegmentIndexOnLastCompose = segmentIndex;
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animation.mPortionInSegmentOnLastCompose.SetValue(portion);
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}
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return hasInEffectAnimations ? AnimationHelper::SampleResult::Sampled
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: AnimationHelper::SampleResult::None;
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}
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AnimationHelper::SampleResult AnimationHelper::SampleAnimationForEachNode(
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TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime,
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const AnimatedValue* aPreviousValue,
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nsTArray<PropertyAnimationGroup>& aPropertyAnimationGroups,
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nsTArray<RefPtr<RawServoAnimationValue>>& aAnimationValues /* out */) {
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MOZ_ASSERT(!aPropertyAnimationGroups.IsEmpty(),
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"Should be called with animation data");
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MOZ_ASSERT(aAnimationValues.IsEmpty(),
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"Should be called with empty aAnimationValues");
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nsTArray<RefPtr<RawServoAnimationValue>> nonAnimatingValues;
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for (PropertyAnimationGroup& group : aPropertyAnimationGroups) {
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// Initialize animation value with base style.
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RefPtr<RawServoAnimationValue> currValue = group.mBaseStyle;
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CanSkipCompose canSkipCompose = aPropertyAnimationGroups.Length() == 1 &&
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group.mAnimations.Length() == 1
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? CanSkipCompose::IfPossible
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: CanSkipCompose::No;
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MOZ_ASSERT(
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!group.mAnimations.IsEmpty() ||
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nsCSSPropertyIDSet::TransformLikeProperties().HasProperty(
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group.mProperty),
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"Only transform-like properties can have empty PropertyAnimation list");
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// For properties which are not animating (i.e. their values are always the
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// same), we store them in a different array, and then merge them into the
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// final result (a.k.a. aAnimationValues) because we shouldn't take them
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// into account for SampleResult. (In other words, these properties
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// shouldn't affect the optimization.)
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if (group.mAnimations.IsEmpty()) {
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nonAnimatingValues.AppendElement(std::move(currValue));
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continue;
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}
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SampleResult result = SampleAnimationForProperty(
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aPreviousFrameTime, aCurrentFrameTime, aPreviousValue, canSkipCompose,
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group.mAnimations, currValue);
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// FIXME: Bug 1455476: Do optimization for multiple properties. For now,
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// the result is skipped only if the property count == 1.
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if (result == SampleResult::Skipped) {
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#ifdef DEBUG
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aAnimationValues.AppendElement(std::move(currValue));
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#endif
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return SampleResult::Skipped;
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}
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if (result != SampleResult::Sampled) {
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continue;
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}
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// Insert the interpolation result into the output array.
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MOZ_ASSERT(currValue);
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aAnimationValues.AppendElement(std::move(currValue));
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}
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#ifdef DEBUG
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// Sanity check that all of animation data are the same.
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const Maybe<TransformData>& lastData =
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aPropertyAnimationGroups.LastElement().mAnimationData;
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for (const PropertyAnimationGroup& group : aPropertyAnimationGroups) {
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const Maybe<TransformData>& data = group.mAnimationData;
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MOZ_ASSERT(data.isSome() == lastData.isSome(),
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"The type of AnimationData should be the same");
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if (data.isNothing()) {
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continue;
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}
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MOZ_ASSERT(data.isSome());
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const TransformData& transformData = data.ref();
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const TransformData& lastTransformData = lastData.ref();
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MOZ_ASSERT(transformData.origin() == lastTransformData.origin() &&
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transformData.transformOrigin() ==
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lastTransformData.transformOrigin() &&
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transformData.bounds() == lastTransformData.bounds() &&
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transformData.appUnitsPerDevPixel() ==
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lastTransformData.appUnitsPerDevPixel(),
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"All of members of TransformData should be the same");
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}
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#endif
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SampleResult rv =
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aAnimationValues.IsEmpty() ? SampleResult::None : SampleResult::Sampled;
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if (rv == SampleResult::Sampled) {
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aAnimationValues.AppendElements(nonAnimatingValues);
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}
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return rv;
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}
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static dom::FillMode GetAdjustedFillMode(const Animation& aAnimation) {
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// Adjust fill mode so that if the main thread is delayed in clearing
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// this animation we don't introduce flicker by jumping back to the old
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// underlying value.
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auto fillMode = static_cast<dom::FillMode>(aAnimation.fillMode());
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float playbackRate = aAnimation.playbackRate();
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switch (fillMode) {
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case dom::FillMode::None:
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if (playbackRate > 0) {
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fillMode = dom::FillMode::Forwards;
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} else if (playbackRate < 0) {
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fillMode = dom::FillMode::Backwards;
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}
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break;
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case dom::FillMode::Backwards:
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if (playbackRate > 0) {
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fillMode = dom::FillMode::Both;
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}
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break;
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case dom::FillMode::Forwards:
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if (playbackRate < 0) {
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fillMode = dom::FillMode::Both;
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}
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break;
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default:
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break;
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}
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return fillMode;
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}
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nsTArray<PropertyAnimationGroup> AnimationHelper::ExtractAnimations(
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const AnimationArray& aAnimations) {
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nsTArray<PropertyAnimationGroup> propertyAnimationGroupArray;
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nsCSSPropertyID prevID = eCSSProperty_UNKNOWN;
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PropertyAnimationGroup* currData = nullptr;
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DebugOnly<const layers::Animatable*> currBaseStyle = nullptr;
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for (const Animation& animation : aAnimations) {
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// Animations with same property are grouped together, so we can just
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// check if the current property is the same as the previous one for
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// knowing this is a new group.
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if (prevID != animation.property()) {
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// Got a different group, we should create a different array.
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currData = propertyAnimationGroupArray.AppendElement();
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currData->mProperty = animation.property();
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currData->mAnimationData = animation.data();
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prevID = animation.property();
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// Reset the debug pointer.
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currBaseStyle = nullptr;
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}
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MOZ_ASSERT(currData);
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if (animation.baseStyle().type() != Animatable::Tnull_t) {
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MOZ_ASSERT(!currBaseStyle || *currBaseStyle == animation.baseStyle(),
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"Should be the same base style");
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currData->mBaseStyle = AnimationValue::FromAnimatable(
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animation.property(), animation.baseStyle());
|
|
currBaseStyle = &animation.baseStyle();
|
|
}
|
|
|
|
// If this layers::Animation sets isNotAnimating to true, it only has
|
|
// base style and doesn't have any animation information, so we can skip
|
|
// the rest steps. (And so its PropertyAnimationGroup::mAnimation will be
|
|
// an empty array.)
|
|
if (animation.isNotAnimating()) {
|
|
MOZ_ASSERT(nsCSSPropertyIDSet::TransformLikeProperties().HasProperty(
|
|
animation.property()),
|
|
"Only transform-like properties could set this true");
|
|
continue;
|
|
}
|
|
|
|
PropertyAnimation* propertyAnimation =
|
|
currData->mAnimations.AppendElement();
|
|
|
|
propertyAnimation->mOriginTime = animation.originTime();
|
|
propertyAnimation->mStartTime = animation.startTime();
|
|
propertyAnimation->mHoldTime = animation.holdTime();
|
|
propertyAnimation->mPlaybackRate = animation.playbackRate();
|
|
propertyAnimation->mIterationComposite =
|
|
static_cast<dom::IterationCompositeOperation>(
|
|
animation.iterationComposite());
|
|
propertyAnimation->mIsNotPlaying = animation.isNotPlaying();
|
|
propertyAnimation->mTiming =
|
|
TimingParams{animation.duration(),
|
|
animation.delay(),
|
|
animation.endDelay(),
|
|
animation.iterations(),
|
|
animation.iterationStart(),
|
|
static_cast<dom::PlaybackDirection>(animation.direction()),
|
|
GetAdjustedFillMode(animation),
|
|
AnimationUtils::TimingFunctionToComputedTimingFunction(
|
|
animation.easingFunction())};
|
|
|
|
nsTArray<PropertyAnimation::SegmentData>& segmentData =
|
|
propertyAnimation->mSegments;
|
|
for (const AnimationSegment& segment : animation.segments()) {
|
|
segmentData.AppendElement(PropertyAnimation::SegmentData{
|
|
AnimationValue::FromAnimatable(animation.property(),
|
|
segment.startState()),
|
|
AnimationValue::FromAnimatable(animation.property(),
|
|
segment.endState()),
|
|
AnimationUtils::TimingFunctionToComputedTimingFunction(
|
|
segment.sampleFn()),
|
|
segment.startPortion(), segment.endPortion(),
|
|
static_cast<dom::CompositeOperation>(segment.startComposite()),
|
|
static_cast<dom::CompositeOperation>(segment.endComposite())});
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
// Sanity check that the grouped animation data is correct by looking at the
|
|
// property set.
|
|
if (!propertyAnimationGroupArray.IsEmpty()) {
|
|
nsCSSPropertyIDSet seenProperties;
|
|
for (const auto& group : propertyAnimationGroupArray) {
|
|
nsCSSPropertyID id = group.mProperty;
|
|
|
|
MOZ_ASSERT(!seenProperties.HasProperty(id), "Should be a new property");
|
|
seenProperties.AddProperty(id);
|
|
}
|
|
|
|
MOZ_ASSERT(
|
|
seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
|
|
DisplayItemType::TYPE_TRANSFORM)) ||
|
|
seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
|
|
DisplayItemType::TYPE_OPACITY)) ||
|
|
seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
|
|
DisplayItemType::TYPE_BACKGROUND_COLOR)),
|
|
"The property set of output should be the subset of transform-like "
|
|
"properties, opacity, or background_color.");
|
|
}
|
|
#endif
|
|
|
|
return propertyAnimationGroupArray;
|
|
}
|
|
|
|
uint64_t AnimationHelper::GetNextCompositorAnimationsId() {
|
|
static uint32_t sNextId = 0;
|
|
++sNextId;
|
|
|
|
uint32_t procId = static_cast<uint32_t>(base::GetCurrentProcId());
|
|
uint64_t nextId = procId;
|
|
nextId = nextId << 32 | sNextId;
|
|
return nextId;
|
|
}
|
|
|
|
bool AnimationHelper::SampleAnimations(CompositorAnimationStorage* aStorage,
|
|
TimeStamp aPreviousFrameTime,
|
|
TimeStamp aCurrentFrameTime) {
|
|
MOZ_ASSERT(aStorage);
|
|
bool isAnimating = false;
|
|
|
|
// Do nothing if there are no compositor animations
|
|
if (!aStorage->AnimationsCount()) {
|
|
return isAnimating;
|
|
}
|
|
|
|
// Sample the animations in CompositorAnimationStorage
|
|
for (auto iter = aStorage->ConstAnimationsTableIter(); !iter.Done();
|
|
iter.Next()) {
|
|
auto& propertyAnimationGroups = *iter.UserData();
|
|
if (propertyAnimationGroups.IsEmpty()) {
|
|
continue;
|
|
}
|
|
|
|
isAnimating = true;
|
|
nsTArray<RefPtr<RawServoAnimationValue>> animationValues;
|
|
AnimatedValue* previousValue = aStorage->GetAnimatedValue(iter.Key());
|
|
AnimationHelper::SampleResult sampleResult =
|
|
AnimationHelper::SampleAnimationForEachNode(
|
|
aPreviousFrameTime, aCurrentFrameTime, previousValue,
|
|
propertyAnimationGroups, animationValues);
|
|
|
|
if (sampleResult != AnimationHelper::SampleResult::Sampled) {
|
|
continue;
|
|
}
|
|
|
|
const PropertyAnimationGroup& lastPropertyAnimationGroup =
|
|
propertyAnimationGroups.LastElement();
|
|
|
|
// Store the AnimatedValue
|
|
switch (lastPropertyAnimationGroup.mProperty) {
|
|
case eCSSProperty_opacity: {
|
|
MOZ_ASSERT(animationValues.Length() == 1);
|
|
aStorage->SetAnimatedValue(
|
|
iter.Key(), Servo_AnimationValue_GetOpacity(animationValues[0]));
|
|
break;
|
|
}
|
|
case eCSSProperty_rotate:
|
|
case eCSSProperty_scale:
|
|
case eCSSProperty_translate:
|
|
case eCSSProperty_transform: {
|
|
const TransformData& transformData =
|
|
lastPropertyAnimationGroup.mAnimationData.ref();
|
|
|
|
gfx::Matrix4x4 transform =
|
|
ServoAnimationValueToMatrix4x4(animationValues, transformData);
|
|
gfx::Matrix4x4 frameTransform = transform;
|
|
// If the parent has perspective transform, then the offset into
|
|
// reference frame coordinates is already on this transform. If not,
|
|
// then we need to ask for it to be added here.
|
|
if (!transformData.hasPerspectiveParent()) {
|
|
nsLayoutUtils::PostTranslate(transform, transformData.origin(),
|
|
transformData.appUnitsPerDevPixel(),
|
|
true);
|
|
}
|
|
|
|
transform.PostScale(transformData.inheritedXScale(),
|
|
transformData.inheritedYScale(), 1);
|
|
|
|
aStorage->SetAnimatedValue(iter.Key(), std::move(transform),
|
|
std::move(frameTransform), transformData);
|
|
break;
|
|
}
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unhandled animated property");
|
|
}
|
|
}
|
|
|
|
return isAnimating;
|
|
}
|
|
|
|
gfx::Matrix4x4 AnimationHelper::ServoAnimationValueToMatrix4x4(
|
|
const nsTArray<RefPtr<RawServoAnimationValue>>& aValues,
|
|
const TransformData& aTransformData) {
|
|
// This is a bit silly just to avoid the transform list copy from the
|
|
// animation transform list.
|
|
auto noneTranslate = StyleTranslate::None();
|
|
auto noneRotate = StyleRotate::None();
|
|
auto noneScale = StyleScale::None();
|
|
const StyleTransform noneTransform;
|
|
|
|
const StyleTranslate* translate = nullptr;
|
|
const StyleRotate* rotate = nullptr;
|
|
const StyleScale* scale = nullptr;
|
|
const StyleTransform* transform = nullptr;
|
|
|
|
// TODO: Bug 1429305: Support compositor animations for motion-path.
|
|
for (const auto& value : aValues) {
|
|
MOZ_ASSERT(value);
|
|
nsCSSPropertyID id = Servo_AnimationValue_GetPropertyId(value);
|
|
switch (id) {
|
|
case eCSSProperty_transform:
|
|
MOZ_ASSERT(!transform);
|
|
transform = Servo_AnimationValue_GetTransform(value);
|
|
break;
|
|
case eCSSProperty_translate:
|
|
MOZ_ASSERT(!translate);
|
|
translate = Servo_AnimationValue_GetTranslate(value);
|
|
break;
|
|
case eCSSProperty_rotate:
|
|
MOZ_ASSERT(!rotate);
|
|
rotate = Servo_AnimationValue_GetRotate(value);
|
|
break;
|
|
case eCSSProperty_scale:
|
|
MOZ_ASSERT(!scale);
|
|
scale = Servo_AnimationValue_GetScale(value);
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unsupported transform-like property");
|
|
}
|
|
}
|
|
// We expect all our transform data to arrive in device pixels
|
|
gfx::Point3D transformOrigin = aTransformData.transformOrigin();
|
|
nsDisplayTransform::FrameTransformProperties props(
|
|
translate ? *translate : noneTranslate, rotate ? *rotate : noneRotate,
|
|
scale ? *scale : noneScale, transform ? *transform : noneTransform,
|
|
transformOrigin);
|
|
|
|
return nsDisplayTransform::GetResultingTransformMatrix(
|
|
props, aTransformData.origin(), aTransformData.appUnitsPerDevPixel(), 0,
|
|
&aTransformData.bounds());
|
|
}
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|