gecko-dev/gfx/layers/AnimationHelper.cpp
Boris Chiou d1f4ea261c Bug 1555548 - Send other transform-like properties as non-animating animation into compositor. r=hiro
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
2019-06-06 18:29:46 +00:00

682 lines
27 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "AnimationHelper.h"
#include "mozilla/ComputedTimingFunction.h" // for ComputedTimingFunction
#include "mozilla/dom/AnimationEffectBinding.h" // for dom::FillMode
#include "mozilla/dom/KeyframeEffectBinding.h" // for dom::IterationComposite
#include "mozilla/dom/KeyframeEffect.h" // for dom::KeyFrameEffectReadOnly
#include "mozilla/dom/Nullable.h" // for dom::Nullable
#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
#include "mozilla/layers/LayerAnimationUtils.h" // for TimingFunctionToComputedTimingFunction
#include "mozilla/LayerAnimationInfo.h" // for GetCSSPropertiesFor()
#include "mozilla/ServoBindings.h" // for Servo_ComposeAnimationSegment, etc
#include "mozilla/StyleAnimationValue.h" // for StyleAnimationValue, etc
#include "nsDeviceContext.h" // for AppUnitsPerCSSPixel
#include "nsDisplayList.h" // for nsDisplayTransform, etc
namespace mozilla {
namespace layers {
void CompositorAnimationStorage::Clear() {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimatedValues.Clear();
mAnimations.Clear();
mAnimationRenderRoots.Clear();
}
void CompositorAnimationStorage::ClearById(const uint64_t& aId) {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimatedValues.Remove(aId);
mAnimations.Remove(aId);
mAnimationRenderRoots.Remove(aId);
}
AnimatedValue* CompositorAnimationStorage::GetAnimatedValue(
const uint64_t& aId) const {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
return mAnimatedValues.Get(aId);
}
OMTAValue CompositorAnimationStorage::GetOMTAValue(const uint64_t& aId) const {
OMTAValue omtaValue = mozilla::null_t();
auto animatedValue = GetAnimatedValue(aId);
if (!animatedValue) {
return omtaValue;
}
animatedValue->Value().match(
[&](const AnimationTransform& aTransform) {
gfx::Matrix4x4 transform = aTransform.mFrameTransform;
const TransformData& data = aTransform.mData;
float scale = data.appUnitsPerDevPixel();
gfx::Point3D transformOrigin = data.transformOrigin();
// Undo the rebasing applied by
// nsDisplayTransform::GetResultingTransformMatrixInternal
transform.ChangeBasis(-transformOrigin);
// Convert to CSS pixels (this undoes the operations performed by
// nsStyleTransformMatrix::ProcessTranslatePart which is called from
// nsDisplayTransform::GetResultingTransformMatrix)
double devPerCss = double(scale) / double(AppUnitsPerCSSPixel());
transform._41 *= devPerCss;
transform._42 *= devPerCss;
transform._43 *= devPerCss;
omtaValue = transform;
},
[&](const float& aOpacity) { omtaValue = aOpacity; },
[&](const nscolor& aColor) { omtaValue = aColor; });
return omtaValue;
}
void CompositorAnimationStorage::SetAnimatedValue(
uint64_t aId, gfx::Matrix4x4&& aTransformInDevSpace,
gfx::Matrix4x4&& aFrameTransform, const TransformData& aData) {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
auto count = mAnimatedValues.Count();
AnimatedValue* value = mAnimatedValues.LookupOrAdd(
aId, std::move(aTransformInDevSpace), std::move(aFrameTransform), aData);
if (count == mAnimatedValues.Count()) {
MOZ_ASSERT(value->Is<AnimationTransform>());
*value = AnimatedValue(std::move(aTransformInDevSpace),
std::move(aFrameTransform), aData);
}
}
void CompositorAnimationStorage::SetAnimatedValue(
uint64_t aId, gfx::Matrix4x4&& aTransformInDevSpace) {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
const TransformData dontCare = {};
SetAnimatedValue(aId, std::move(aTransformInDevSpace), gfx::Matrix4x4(),
dontCare);
}
void CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
nscolor aColor) {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
auto count = mAnimatedValues.Count();
AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId, aColor);
if (count == mAnimatedValues.Count()) {
MOZ_ASSERT(value->Is<nscolor>());
*value = AnimatedValue(aColor);
}
}
void CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
const float& aOpacity) {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
auto count = mAnimatedValues.Count();
AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId, aOpacity);
if (count == mAnimatedValues.Count()) {
MOZ_ASSERT(value->Is<float>());
*value = AnimatedValue(aOpacity);
}
}
nsTArray<PropertyAnimationGroup>* CompositorAnimationStorage::GetAnimations(
const uint64_t& aId) const {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
return mAnimations.Get(aId);
}
void CompositorAnimationStorage::SetAnimations(uint64_t aId,
const AnimationArray& aValue,
wr::RenderRoot aRenderRoot) {
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimations.Put(aId, new nsTArray<PropertyAnimationGroup>(
AnimationHelper::ExtractAnimations(aValue)));
mAnimationRenderRoots.Put(aId, aRenderRoot);
}
enum class CanSkipCompose {
IfPossible,
No,
};
static AnimationHelper::SampleResult SampleAnimationForProperty(
TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime,
const AnimatedValue* aPreviousValue, CanSkipCompose aCanSkipCompose,
nsTArray<PropertyAnimation>& aPropertyAnimations,
RefPtr<RawServoAnimationValue>& aAnimationValue) {
MOZ_ASSERT(!aPropertyAnimations.IsEmpty(), "Should have animations");
bool hasInEffectAnimations = false;
#ifdef DEBUG
// In cases where this function returns a SampleResult::Skipped, we actually
// do populate aAnimationValue in debug mode, so that we can MOZ_ASSERT at the
// call site that the value that would have been computed matches the stored
// value that we end up using. This flag is used to ensure we populate
// aAnimationValue in this scenario.
bool shouldBeSkipped = false;
#endif
// Process in order, since later animations override earlier ones.
for (PropertyAnimation& animation : aPropertyAnimations) {
MOZ_ASSERT(
(!animation.mOriginTime.IsNull() && animation.mStartTime.isSome()) ||
animation.mIsNotPlaying,
"If we are playing, we should have an origin time and a start time");
// Determine if the animation was play-pending and used a ready time later
// than the previous frame time.
//
// To determine this, _all_ of the following conditions need to hold:
//
// * There was no previous animation value (i.e. this is the first frame for
// the animation since it was sent to the compositor), and
// * The animation is playing, and
// * There is a previous frame time, and
// * The ready time of the animation is ahead of the previous frame time.
//
bool hasFutureReadyTime = false;
if (!aPreviousValue && !animation.mIsNotPlaying &&
!aPreviousFrameTime.IsNull()) {
// This is the inverse of the calculation performed in
// AnimationInfo::StartPendingAnimations to calculate the start time of
// play-pending animations.
// Note that we have to calculate (TimeStamp + TimeDuration) last to avoid
// underflow in the middle of the calulation.
const TimeStamp readyTime =
animation.mOriginTime +
(animation.mStartTime.ref() +
animation.mHoldTime.MultDouble(1.0 / animation.mPlaybackRate));
hasFutureReadyTime =
!readyTime.IsNull() && readyTime > aPreviousFrameTime;
}
// Use the previous vsync time to make main thread animations and compositor
// more closely aligned.
//
// On the first frame where we have animations the previous timestamp will
// not be set so we simply use the current timestamp. As a result we will
// end up painting the first frame twice. That doesn't appear to be
// noticeable, however.
//
// Likewise, if the animation is play-pending, it may have a ready time that
// is *after* |aPreviousFrameTime| (but *before* |aCurrentFrameTime|).
// To avoid flicker we need to use |aCurrentFrameTime| to avoid temporarily
// jumping backwards into the range prior to when the animation starts.
const TimeStamp& timeStamp =
aPreviousFrameTime.IsNull() || hasFutureReadyTime ? aCurrentFrameTime
: aPreviousFrameTime;
// If the animation is not currently playing, e.g. paused or
// finished, then use the hold time to stay at the same position.
TimeDuration elapsedDuration =
animation.mIsNotPlaying || animation.mStartTime.isNothing()
? animation.mHoldTime
: (timeStamp - animation.mOriginTime - animation.mStartTime.ref())
.MultDouble(animation.mPlaybackRate);
ComputedTiming computedTiming = dom::AnimationEffect::GetComputedTimingAt(
dom::Nullable<TimeDuration>(elapsedDuration), animation.mTiming,
animation.mPlaybackRate);
if (computedTiming.mProgress.IsNull()) {
continue;
}
dom::IterationCompositeOperation iterCompositeOperation =
animation.mIterationComposite;
// Skip calculation if the progress hasn't changed since the last
// calculation.
// Note that we don't skip calculate this animation if there is another
// animation since the other animation might be 'accumulate' or 'add', or
// might have a missing keyframe (i.e. this animation value will be used in
// the missing keyframe).
// FIXME Bug 1455476: We should do this optimizations for the case where
// the layer has multiple animations and multiple properties.
if (aCanSkipCompose == CanSkipCompose::IfPossible &&
!dom::KeyframeEffect::HasComputedTimingChanged(
computedTiming, iterCompositeOperation,
animation.mProgressOnLastCompose,
animation.mCurrentIterationOnLastCompose)) {
#ifdef DEBUG
shouldBeSkipped = true;
#else
return AnimationHelper::SampleResult::Skipped;
#endif
}
uint32_t segmentIndex = 0;
size_t segmentSize = animation.mSegments.Length();
PropertyAnimation::SegmentData* segment = animation.mSegments.Elements();
while (segment->mEndPortion < computedTiming.mProgress.Value() &&
segmentIndex < segmentSize - 1) {
++segment;
++segmentIndex;
}
double positionInSegment =
(computedTiming.mProgress.Value() - segment->mStartPortion) /
(segment->mEndPortion - segment->mStartPortion);
double portion = ComputedTimingFunction::GetPortion(
segment->mFunction, positionInSegment, computedTiming.mBeforeFlag);
// Like above optimization, skip calculation if the target segment isn't
// changed and if the portion in the segment isn't changed.
// This optimization is needed for CSS animations/transitions with step
// timing functions (e.g. the throbber animation on tabs or frame based
// animations).
// FIXME Bug 1455476: Like the above optimization, we should apply this
// optimizations for multiple animation cases and multiple properties as
// well.
if (aCanSkipCompose == CanSkipCompose::IfPossible &&
animation.mSegmentIndexOnLastCompose == segmentIndex &&
!animation.mPortionInSegmentOnLastCompose.IsNull() &&
animation.mPortionInSegmentOnLastCompose.Value() == portion) {
#ifdef DEBUG
shouldBeSkipped = true;
#else
return AnimationHelper::SampleResult::Skipped;
#endif
}
AnimationPropertySegment animSegment;
animSegment.mFromKey = 0.0;
animSegment.mToKey = 1.0;
animSegment.mFromValue = AnimationValue(segment->mStartValue);
animSegment.mToValue = AnimationValue(segment->mEndValue);
animSegment.mFromComposite = segment->mStartComposite;
animSegment.mToComposite = segment->mEndComposite;
// interpolate the property
aAnimationValue =
Servo_ComposeAnimationSegment(
&animSegment, aAnimationValue,
animation.mSegments.LastElement().mEndValue, iterCompositeOperation,
portion, computedTiming.mCurrentIteration)
.Consume();
#ifdef DEBUG
if (shouldBeSkipped) {
return AnimationHelper::SampleResult::Skipped;
}
#endif
hasInEffectAnimations = true;
animation.mProgressOnLastCompose = computedTiming.mProgress;
animation.mCurrentIterationOnLastCompose = computedTiming.mCurrentIteration;
animation.mSegmentIndexOnLastCompose = segmentIndex;
animation.mPortionInSegmentOnLastCompose.SetValue(portion);
}
return hasInEffectAnimations ? AnimationHelper::SampleResult::Sampled
: AnimationHelper::SampleResult::None;
}
AnimationHelper::SampleResult AnimationHelper::SampleAnimationForEachNode(
TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime,
const AnimatedValue* aPreviousValue,
nsTArray<PropertyAnimationGroup>& aPropertyAnimationGroups,
nsTArray<RefPtr<RawServoAnimationValue>>& aAnimationValues /* out */) {
MOZ_ASSERT(!aPropertyAnimationGroups.IsEmpty(),
"Should be called with animation data");
MOZ_ASSERT(aAnimationValues.IsEmpty(),
"Should be called with empty aAnimationValues");
nsTArray<RefPtr<RawServoAnimationValue>> nonAnimatingValues;
for (PropertyAnimationGroup& group : aPropertyAnimationGroups) {
// Initialize animation value with base style.
RefPtr<RawServoAnimationValue> currValue = group.mBaseStyle;
CanSkipCompose canSkipCompose = aPropertyAnimationGroups.Length() == 1 &&
group.mAnimations.Length() == 1
? CanSkipCompose::IfPossible
: CanSkipCompose::No;
MOZ_ASSERT(
!group.mAnimations.IsEmpty() ||
nsCSSPropertyIDSet::TransformLikeProperties().HasProperty(
group.mProperty),
"Only transform-like properties can have empty PropertyAnimation list");
// For properties which are not animating (i.e. their values are always the
// same), we store them in a different array, and then merge them into the
// final result (a.k.a. aAnimationValues) because we shouldn't take them
// into account for SampleResult. (In other words, these properties
// shouldn't affect the optimization.)
if (group.mAnimations.IsEmpty()) {
nonAnimatingValues.AppendElement(std::move(currValue));
continue;
}
SampleResult result = SampleAnimationForProperty(
aPreviousFrameTime, aCurrentFrameTime, aPreviousValue, canSkipCompose,
group.mAnimations, currValue);
// FIXME: Bug 1455476: Do optimization for multiple properties. For now,
// the result is skipped only if the property count == 1.
if (result == SampleResult::Skipped) {
#ifdef DEBUG
aAnimationValues.AppendElement(std::move(currValue));
#endif
return SampleResult::Skipped;
}
if (result != SampleResult::Sampled) {
continue;
}
// Insert the interpolation result into the output array.
MOZ_ASSERT(currValue);
aAnimationValues.AppendElement(std::move(currValue));
}
#ifdef DEBUG
// Sanity check that all of animation data are the same.
const Maybe<TransformData>& lastData =
aPropertyAnimationGroups.LastElement().mAnimationData;
for (const PropertyAnimationGroup& group : aPropertyAnimationGroups) {
const Maybe<TransformData>& data = group.mAnimationData;
MOZ_ASSERT(data.isSome() == lastData.isSome(),
"The type of AnimationData should be the same");
if (data.isNothing()) {
continue;
}
MOZ_ASSERT(data.isSome());
const TransformData& transformData = data.ref();
const TransformData& lastTransformData = lastData.ref();
MOZ_ASSERT(transformData.origin() == lastTransformData.origin() &&
transformData.transformOrigin() ==
lastTransformData.transformOrigin() &&
transformData.bounds() == lastTransformData.bounds() &&
transformData.appUnitsPerDevPixel() ==
lastTransformData.appUnitsPerDevPixel(),
"All of members of TransformData should be the same");
}
#endif
SampleResult rv =
aAnimationValues.IsEmpty() ? SampleResult::None : SampleResult::Sampled;
if (rv == SampleResult::Sampled) {
aAnimationValues.AppendElements(nonAnimatingValues);
}
return rv;
}
static dom::FillMode GetAdjustedFillMode(const Animation& aAnimation) {
// Adjust fill mode so that if the main thread is delayed in clearing
// this animation we don't introduce flicker by jumping back to the old
// underlying value.
auto fillMode = static_cast<dom::FillMode>(aAnimation.fillMode());
float playbackRate = aAnimation.playbackRate();
switch (fillMode) {
case dom::FillMode::None:
if (playbackRate > 0) {
fillMode = dom::FillMode::Forwards;
} else if (playbackRate < 0) {
fillMode = dom::FillMode::Backwards;
}
break;
case dom::FillMode::Backwards:
if (playbackRate > 0) {
fillMode = dom::FillMode::Both;
}
break;
case dom::FillMode::Forwards:
if (playbackRate < 0) {
fillMode = dom::FillMode::Both;
}
break;
default:
break;
}
return fillMode;
}
nsTArray<PropertyAnimationGroup> AnimationHelper::ExtractAnimations(
const AnimationArray& aAnimations) {
nsTArray<PropertyAnimationGroup> propertyAnimationGroupArray;
nsCSSPropertyID prevID = eCSSProperty_UNKNOWN;
PropertyAnimationGroup* currData = nullptr;
DebugOnly<const layers::Animatable*> currBaseStyle = nullptr;
for (const Animation& animation : aAnimations) {
// Animations with same property are grouped together, so we can just
// check if the current property is the same as the previous one for
// knowing this is a new group.
if (prevID != animation.property()) {
// Got a different group, we should create a different array.
currData = propertyAnimationGroupArray.AppendElement();
currData->mProperty = animation.property();
currData->mAnimationData = animation.data();
prevID = animation.property();
// Reset the debug pointer.
currBaseStyle = nullptr;
}
MOZ_ASSERT(currData);
if (animation.baseStyle().type() != Animatable::Tnull_t) {
MOZ_ASSERT(!currBaseStyle || *currBaseStyle == animation.baseStyle(),
"Should be the same base style");
currData->mBaseStyle = AnimationValue::FromAnimatable(
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