gecko-dev/gfx/layers/AnimationInfo.cpp
Hiroyuki Ikezoe 4205879729 Bug 1324591 - Report janked animations to the main-thread and update them on the main-thread. r=botond,boris
The machinery to report janked animations is;

1) Store the partial pre-rendered animation id and the Animation object in a
   hashtable in LayerManager
2) Store the animation id in the Animation object as well
3) When we detect jank, we send the animation id to the main-thread via an IPC
   call
4) Find the Animation object with the id in the hashtable and update the
   Animaiton
5) Whenever the partial pre-rendered Animation stop running on the compositor
   i.e. the Animation finished normally, the Animation's target element is
   changed, etc. etc., remove the Animation from the hashtable

Depends on D75731

Differential Revision: https://phabricator.services.mozilla.com/D75732
2020-07-05 11:45:01 +00:00

983 lines
39 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 "AnimationInfo.h"
#include "mozilla/LayerAnimationInfo.h"
#include "mozilla/layers/WebRenderLayerManager.h"
#include "mozilla/layers/AnimationHelper.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/dom/Animation.h"
#include "mozilla/dom/CSSTransition.h"
#include "mozilla/dom/KeyframeEffect.h"
#include "mozilla/EffectSet.h"
#include "mozilla/StaticPrefs_layout.h"
#include "nsIContent.h"
#include "nsStyleTransformMatrix.h"
#include "PuppetWidget.h"
namespace mozilla {
namespace layers {
using TransformReferenceBox = nsStyleTransformMatrix::TransformReferenceBox;
AnimationInfo::AnimationInfo() : mCompositorAnimationsId(0), mMutated(false) {}
AnimationInfo::~AnimationInfo() = default;
void AnimationInfo::EnsureAnimationsId() {
if (!mCompositorAnimationsId) {
mCompositorAnimationsId = AnimationHelper::GetNextCompositorAnimationsId();
}
}
Animation* AnimationInfo::AddAnimation() {
MOZ_ASSERT(!CompositorThreadHolder::IsInCompositorThread());
// Here generates a new id when the first animation is added and
// this id is used to represent the animations in this layer.
EnsureAnimationsId();
MOZ_ASSERT(!mPendingAnimations, "should have called ClearAnimations first");
Animation* anim = mAnimations.AppendElement();
mMutated = true;
return anim;
}
Animation* AnimationInfo::AddAnimationForNextTransaction() {
MOZ_ASSERT(!CompositorThreadHolder::IsInCompositorThread());
MOZ_ASSERT(mPendingAnimations,
"should have called ClearAnimationsForNextTransaction first");
Animation* anim = mPendingAnimations->AppendElement();
return anim;
}
void AnimationInfo::ClearAnimations() {
mPendingAnimations = nullptr;
if (mAnimations.IsEmpty() && mStorageData.IsEmpty()) {
return;
}
mAnimations.Clear();
mStorageData.Clear();
mMutated = true;
}
void AnimationInfo::ClearAnimationsForNextTransaction() {
// Ensure we have a non-null mPendingAnimations to mark a future clear.
if (!mPendingAnimations) {
mPendingAnimations = MakeUnique<AnimationArray>();
}
mPendingAnimations->Clear();
}
void AnimationInfo::SetCompositorAnimations(
const LayersId& aLayersId,
const CompositorAnimations& aCompositorAnimations) {
mCompositorAnimationsId = aCompositorAnimations.id();
mStorageData = AnimationHelper::ExtractAnimations(
aLayersId, aCompositorAnimations.animations());
}
bool AnimationInfo::StartPendingAnimations(const TimeStamp& aReadyTime) {
bool updated = false;
for (size_t animIdx = 0, animEnd = mAnimations.Length(); animIdx < animEnd;
animIdx++) {
Animation& anim = mAnimations[animIdx];
// If the animation is doing an async update of its playback rate, then we
// want to match whatever its current time would be at *aReadyTime*.
if (!std::isnan(anim.previousPlaybackRate()) && anim.startTime().isSome() &&
!anim.originTime().IsNull() && !anim.isNotPlaying()) {
TimeDuration readyTime = aReadyTime - anim.originTime();
anim.holdTime() = dom::Animation::CurrentTimeFromTimelineTime(
readyTime, anim.startTime().ref(), anim.previousPlaybackRate());
// Make start time null so that we know to update it below.
anim.startTime() = Nothing();
}
// If the animation is play-pending, resolve the start time.
if (anim.startTime().isNothing() && !anim.originTime().IsNull() &&
!anim.isNotPlaying()) {
TimeDuration readyTime = aReadyTime - anim.originTime();
anim.startTime() = Some(dom::Animation::StartTimeFromTimelineTime(
readyTime, anim.holdTime(), anim.playbackRate()));
updated = true;
}
}
return updated;
}
void AnimationInfo::TransferMutatedFlagToLayer(Layer* aLayer) {
if (mMutated) {
aLayer->Mutated();
mMutated = false;
}
}
bool AnimationInfo::ApplyPendingUpdatesForThisTransaction() {
if (mPendingAnimations) {
mPendingAnimations->SwapElements(mAnimations);
mPendingAnimations = nullptr;
return true;
}
return false;
}
bool AnimationInfo::HasTransformAnimation() const {
const nsCSSPropertyIDSet& transformSet =
LayerAnimationInfo::GetCSSPropertiesFor(DisplayItemType::TYPE_TRANSFORM);
for (uint32_t i = 0; i < mAnimations.Length(); i++) {
if (transformSet.HasProperty(mAnimations[i].property())) {
return true;
}
}
return false;
}
/* static */
Maybe<uint64_t> AnimationInfo::GetGenerationFromFrame(
nsIFrame* aFrame, DisplayItemType aDisplayItemKey) {
MOZ_ASSERT(aFrame->IsPrimaryFrame() ||
nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame));
layers::Layer* layer =
FrameLayerBuilder::GetDedicatedLayer(aFrame, aDisplayItemKey);
if (layer) {
return layer->GetAnimationInfo().GetAnimationGeneration();
}
// In case of continuation, KeyframeEffectReadOnly uses its first frame,
// whereas nsDisplayItem uses its last continuation, so we have to use the
// last continuation frame here.
if (nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame)) {
aFrame = nsLayoutUtils::LastContinuationOrIBSplitSibling(aFrame);
}
RefPtr<WebRenderAnimationData> animationData =
GetWebRenderUserData<WebRenderAnimationData>(aFrame,
(uint32_t)aDisplayItemKey);
if (animationData) {
return animationData->GetAnimationInfo().GetAnimationGeneration();
}
return Nothing();
}
/* static */
void AnimationInfo::EnumerateGenerationOnFrame(
const nsIFrame* aFrame, const nsIContent* aContent,
const CompositorAnimatableDisplayItemTypes& aDisplayItemTypes,
AnimationGenerationCallback aCallback) {
if (XRE_IsContentProcess()) {
if (nsIWidget* widget = nsContentUtils::WidgetForContent(aContent)) {
// In case of child processes, we might not have yet created the layer
// manager. That means there is no animation generation we have, thus
// we call the callback function with |Nothing()| for the generation.
//
// Note that we need to use nsContentUtils::WidgetForContent() instead of
// BrowserChild::GetFrom(aFrame->PresShell())->WebWidget() because in the
// case of child popup content PuppetWidget::mBrowserChild is the same as
// the parent's one, which means mBrowserChild->IsLayersConnected() check
// in PuppetWidget::GetLayerManager queries the parent state, it results
// the assertion in the function failure.
if (widget->GetOwningBrowserChild() &&
!static_cast<widget::PuppetWidget*>(widget)->HasLayerManager()) {
for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
aCallback(Nothing(), displayItem);
}
return;
}
}
}
RefPtr<LayerManager> layerManager =
nsContentUtils::LayerManagerForContent(aContent);
if (layerManager &&
layerManager->GetBackendType() == layers::LayersBackend::LAYERS_WR) {
// In case of continuation, nsDisplayItem uses its last continuation, so we
// have to use the last continuation frame here.
if (nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame)) {
aFrame = nsLayoutUtils::LastContinuationOrIBSplitSibling(aFrame);
}
for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
// For transform animations, the animation is on the primary frame but
// |aFrame| is the style frame.
const nsIFrame* frameToQuery =
displayItem == DisplayItemType::TYPE_TRANSFORM
? nsLayoutUtils::GetPrimaryFrameFromStyleFrame(aFrame)
: aFrame;
RefPtr<WebRenderAnimationData> animationData =
GetWebRenderUserData<WebRenderAnimationData>(frameToQuery,
(uint32_t)displayItem);
Maybe<uint64_t> generation;
if (animationData) {
generation = animationData->GetAnimationInfo().GetAnimationGeneration();
}
aCallback(generation, displayItem);
}
return;
}
FrameLayerBuilder::EnumerateGenerationForDedicatedLayers(aFrame, aCallback);
}
static StyleTransformOperation ResolveTranslate(
TransformReferenceBox& aRefBox, const LengthPercentage& aX,
const LengthPercentage& aY = LengthPercentage::Zero(),
const Length& aZ = Length{0}) {
float x = nsStyleTransformMatrix::ProcessTranslatePart(
aX, &aRefBox, &TransformReferenceBox::Width);
float y = nsStyleTransformMatrix::ProcessTranslatePart(
aY, &aRefBox, &TransformReferenceBox::Height);
return StyleTransformOperation::Translate3D(
LengthPercentage::FromPixels(x), LengthPercentage::FromPixels(y), aZ);
}
static StyleTranslate ResolveTranslate(const StyleTranslate& aValue,
TransformReferenceBox& aRefBox) {
if (aValue.IsTranslate()) {
const auto& t = aValue.AsTranslate();
float x = nsStyleTransformMatrix::ProcessTranslatePart(
t._0, &aRefBox, &TransformReferenceBox::Width);
float y = nsStyleTransformMatrix::ProcessTranslatePart(
t._1, &aRefBox, &TransformReferenceBox::Height);
return StyleTranslate::Translate(LengthPercentage::FromPixels(x),
LengthPercentage::FromPixels(y), t._2);
}
MOZ_ASSERT(aValue.IsNone());
return StyleTranslate::None();
}
static StyleTransform ResolveTransformOperations(
const StyleTransform& aTransform, TransformReferenceBox& aRefBox) {
auto convertMatrix = [](const gfx::Matrix4x4& aM) {
return StyleTransformOperation::Matrix3D(StyleGenericMatrix3D<StyleNumber>{
aM._11, aM._12, aM._13, aM._14, aM._21, aM._22, aM._23, aM._24, aM._31,
aM._32, aM._33, aM._34, aM._41, aM._42, aM._43, aM._44});
};
Vector<StyleTransformOperation> result;
MOZ_RELEASE_ASSERT(
result.initCapacity(aTransform.Operations().Length()),
"Allocating vector of transform operations should be successful.");
for (const StyleTransformOperation& op : aTransform.Operations()) {
switch (op.tag) {
case StyleTransformOperation::Tag::TranslateX:
result.infallibleAppend(ResolveTranslate(aRefBox, op.AsTranslateX()));
break;
case StyleTransformOperation::Tag::TranslateY:
result.infallibleAppend(ResolveTranslate(
aRefBox, LengthPercentage::Zero(), op.AsTranslateY()));
break;
case StyleTransformOperation::Tag::TranslateZ:
result.infallibleAppend(
ResolveTranslate(aRefBox, LengthPercentage::Zero(),
LengthPercentage::Zero(), op.AsTranslateZ()));
break;
case StyleTransformOperation::Tag::Translate: {
const auto& translate = op.AsTranslate();
result.infallibleAppend(
ResolveTranslate(aRefBox, translate._0, translate._1));
break;
}
case StyleTransformOperation::Tag::Translate3D: {
const auto& translate = op.AsTranslate3D();
result.infallibleAppend(ResolveTranslate(aRefBox, translate._0,
translate._1, translate._2));
break;
}
case StyleTransformOperation::Tag::InterpolateMatrix: {
gfx::Matrix4x4 matrix;
nsStyleTransformMatrix::ProcessInterpolateMatrix(matrix, op, aRefBox);
result.infallibleAppend(convertMatrix(matrix));
break;
}
case StyleTransformOperation::Tag::AccumulateMatrix: {
gfx::Matrix4x4 matrix;
nsStyleTransformMatrix::ProcessAccumulateMatrix(matrix, op, aRefBox);
result.infallibleAppend(convertMatrix(matrix));
break;
}
case StyleTransformOperation::Tag::RotateX:
case StyleTransformOperation::Tag::RotateY:
case StyleTransformOperation::Tag::RotateZ:
case StyleTransformOperation::Tag::Rotate:
case StyleTransformOperation::Tag::Rotate3D:
case StyleTransformOperation::Tag::ScaleX:
case StyleTransformOperation::Tag::ScaleY:
case StyleTransformOperation::Tag::ScaleZ:
case StyleTransformOperation::Tag::Scale:
case StyleTransformOperation::Tag::Scale3D:
case StyleTransformOperation::Tag::SkewX:
case StyleTransformOperation::Tag::SkewY:
case StyleTransformOperation::Tag::Skew:
case StyleTransformOperation::Tag::Matrix:
case StyleTransformOperation::Tag::Matrix3D:
case StyleTransformOperation::Tag::Perspective:
result.infallibleAppend(op);
break;
default:
MOZ_ASSERT_UNREACHABLE("Function not handled yet!");
}
}
auto transform = StyleTransform{
StyleOwnedSlice<StyleTransformOperation>(std::move(result))};
MOZ_ASSERT(!transform.HasPercent());
MOZ_ASSERT(transform.Operations().Length() ==
aTransform.Operations().Length());
return transform;
}
static TimingFunction ToTimingFunction(
const Maybe<ComputedTimingFunction>& aCTF) {
if (aCTF.isNothing()) {
return TimingFunction(null_t());
}
if (aCTF->HasSpline()) {
const SMILKeySpline* spline = aCTF->GetFunction();
return TimingFunction(CubicBezierFunction(
static_cast<float>(spline->X1()), static_cast<float>(spline->Y1()),
static_cast<float>(spline->X2()), static_cast<float>(spline->Y2())));
}
return TimingFunction(StepFunction(
aCTF->GetSteps().mSteps, static_cast<uint8_t>(aCTF->GetSteps().mPos)));
}
// FIXME: Bug 1489392: We don't have to normalize the path here if we accept
// the spec issue which would like to normalize svg paths at computed time.
static StyleOffsetPath NormalizeOffsetPath(const StyleOffsetPath& aOffsetPath) {
if (aOffsetPath.IsPath()) {
return StyleOffsetPath::Path(
MotionPathUtils::NormalizeSVGPathData(aOffsetPath.AsPath()));
}
return StyleOffsetPath(aOffsetPath);
}
static void SetAnimatable(nsCSSPropertyID aProperty,
const AnimationValue& aAnimationValue,
nsIFrame* aFrame, TransformReferenceBox& aRefBox,
layers::Animatable& aAnimatable) {
MOZ_ASSERT(aFrame);
if (aAnimationValue.IsNull()) {
aAnimatable = null_t();
return;
}
switch (aProperty) {
case eCSSProperty_background_color: {
// We don't support color animation on the compositor yet so that we can
// resolve currentColor at this moment.
nscolor foreground =
aFrame->Style()->GetVisitedDependentColor(&nsStyleText::mColor);
aAnimatable = aAnimationValue.GetColor(foreground);
break;
}
case eCSSProperty_opacity:
aAnimatable = aAnimationValue.GetOpacity();
break;
case eCSSProperty_rotate:
aAnimatable = aAnimationValue.GetRotateProperty();
break;
case eCSSProperty_scale:
aAnimatable = aAnimationValue.GetScaleProperty();
break;
case eCSSProperty_translate:
aAnimatable =
ResolveTranslate(aAnimationValue.GetTranslateProperty(), aRefBox);
break;
case eCSSProperty_transform:
aAnimatable = ResolveTransformOperations(
aAnimationValue.GetTransformProperty(), aRefBox);
break;
case eCSSProperty_offset_path:
aAnimatable =
NormalizeOffsetPath(aAnimationValue.GetOffsetPathProperty());
break;
case eCSSProperty_offset_distance:
aAnimatable = aAnimationValue.GetOffsetDistanceProperty();
break;
case eCSSProperty_offset_rotate:
aAnimatable = aAnimationValue.GetOffsetRotateProperty();
break;
case eCSSProperty_offset_anchor:
aAnimatable = aAnimationValue.GetOffsetAnchorProperty();
break;
default:
MOZ_ASSERT_UNREACHABLE("Unsupported property");
}
}
void AnimationInfo::AddAnimationForProperty(
nsIFrame* aFrame, const AnimationProperty& aProperty,
dom::Animation* aAnimation, const Maybe<TransformData>& aTransformData,
Send aSendFlag) {
MOZ_ASSERT(aAnimation->GetEffect(),
"Should not be adding an animation without an effect");
MOZ_ASSERT(!aAnimation->GetCurrentOrPendingStartTime().IsNull() ||
!aAnimation->IsPlaying() ||
(aAnimation->GetTimeline() &&
aAnimation->GetTimeline()->TracksWallclockTime()),
"If the animation has an unresolved start time it should either"
" be static (so we don't need a start time) or else have a"
" timeline capable of converting TimeStamps (so we can calculate"
" one later");
layers::Animation* animation = (aSendFlag == Send::NextTransaction)
? AddAnimationForNextTransaction()
: AddAnimation();
const TimingParams& timing = aAnimation->GetEffect()->SpecifiedTiming();
// If we are starting a new transition that replaces an existing transition
// running on the compositor, it is possible that the animation on the
// compositor will have advanced ahead of the main thread. If we use as
// the starting point of the new transition, the current value of the
// replaced transition as calculated on the main thread using the refresh
// driver time, the new transition will jump when it starts. Instead, we
// re-calculate the starting point of the new transition by applying the
// current TimeStamp to the parameters of the replaced transition.
//
// We need to do this here, rather than when we generate the new transition,
// since after generating the new transition other requestAnimationFrame
// callbacks may run that introduce further lag between the main thread and
// the compositor.
dom::CSSTransition* cssTransition = aAnimation->AsCSSTransition();
if (cssTransition) {
cssTransition->UpdateStartValueFromReplacedTransition();
}
animation->originTime() =
!aAnimation->GetTimeline()
? TimeStamp()
: aAnimation->GetTimeline()->ToTimeStamp(TimeDuration());
dom::Nullable<TimeDuration> startTime =
aAnimation->GetCurrentOrPendingStartTime();
if (startTime.IsNull()) {
animation->startTime() = Nothing();
} else {
animation->startTime() = Some(startTime.Value());
}
animation->holdTime() = aAnimation->GetCurrentTimeAsDuration().Value();
const ComputedTiming computedTiming =
aAnimation->GetEffect()->GetComputedTiming();
animation->delay() = timing.Delay();
animation->endDelay() = timing.EndDelay();
animation->duration() = computedTiming.mDuration;
animation->iterations() = static_cast<float>(computedTiming.mIterations);
animation->iterationStart() =
static_cast<float>(computedTiming.mIterationStart);
animation->direction() = static_cast<uint8_t>(timing.Direction());
animation->fillMode() = static_cast<uint8_t>(computedTiming.mFill);
animation->property() = aProperty.mProperty;
animation->playbackRate() =
static_cast<float>(aAnimation->CurrentOrPendingPlaybackRate());
animation->previousPlaybackRate() =
aAnimation->HasPendingPlaybackRate()
? static_cast<float>(aAnimation->PlaybackRate())
: std::numeric_limits<float>::quiet_NaN();
animation->transformData() = aTransformData;
animation->easingFunction() = ToTimingFunction(timing.TimingFunction());
animation->iterationComposite() = static_cast<uint8_t>(
aAnimation->GetEffect()->AsKeyframeEffect()->IterationComposite());
animation->isNotPlaying() = !aAnimation->IsPlaying();
animation->isNotAnimating() = false;
TransformReferenceBox refBox(aFrame);
// If the animation is additive or accumulates, we need to pass its base value
// to the compositor.
AnimationValue baseStyle =
aAnimation->GetEffect()->AsKeyframeEffect()->BaseStyle(
aProperty.mProperty);
if (!baseStyle.IsNull()) {
SetAnimatable(aProperty.mProperty, baseStyle, aFrame, refBox,
animation->baseStyle());
} else {
animation->baseStyle() = null_t();
}
for (uint32_t segIdx = 0; segIdx < aProperty.mSegments.Length(); segIdx++) {
const AnimationPropertySegment& segment = aProperty.mSegments[segIdx];
AnimationSegment* animSegment = animation->segments().AppendElement();
SetAnimatable(aProperty.mProperty, segment.mFromValue, aFrame, refBox,
animSegment->startState());
SetAnimatable(aProperty.mProperty, segment.mToValue, aFrame, refBox,
animSegment->endState());
animSegment->startPortion() = segment.mFromKey;
animSegment->endPortion() = segment.mToKey;
animSegment->startComposite() =
static_cast<uint8_t>(segment.mFromComposite);
animSegment->endComposite() = static_cast<uint8_t>(segment.mToComposite);
animSegment->sampleFn() = ToTimingFunction(segment.mTimingFunction);
}
}
// Let's use an example to explain this function:
//
// We have 4 playing animations (without any !important rule or transition):
// Animation A: [ transform, rotate ].
// Animation B: [ rotate, scale ].
// Animation C: [ transform, margin-left ].
// Animation D: [ opacity, margin-left ].
//
// Normally, GetAnimationsForCompositor(|transform-like properties|) returns:
// [ Animation A, Animation B, Animation C ], which is the first argument of
// this function.
//
// In this function, we want to re-organize the list as (Note: don't care
// the order of properties):
// [
// { rotate: [ Animation A, Animation B ] },
// { scale: [ Animation B ] },
// { transform: [ Animation A, Animation C ] },
// ]
//
// Therefore, AddAnimationsForProperty() will append each animation property
// into AnimationInfo, as a final list of layers::Animation:
// [
// { rotate: Animation A },
// { rotate: Animation B },
// { scale: Animation B },
// { transform: Animation A },
// { transform: Animation C },
// ]
//
// And then, for each transaction, we send this list to the compositor thread.
static HashMap<nsCSSPropertyID, nsTArray<RefPtr<dom::Animation>>>
GroupAnimationsByProperty(const nsTArray<RefPtr<dom::Animation>>& aAnimations,
const nsCSSPropertyIDSet& aPropertySet) {
HashMap<nsCSSPropertyID, nsTArray<RefPtr<dom::Animation>>> groupedAnims;
for (const RefPtr<dom::Animation>& anim : aAnimations) {
const dom::KeyframeEffect* effect = anim->GetEffect()->AsKeyframeEffect();
MOZ_ASSERT(effect);
for (const AnimationProperty& property : effect->Properties()) {
if (!aPropertySet.HasProperty(property.mProperty)) {
continue;
}
auto animsForPropertyPtr = groupedAnims.lookupForAdd(property.mProperty);
if (!animsForPropertyPtr) {
DebugOnly<bool> rv =
groupedAnims.add(animsForPropertyPtr, property.mProperty,
nsTArray<RefPtr<dom::Animation>>());
MOZ_ASSERT(rv, "Should have enough memory");
}
animsForPropertyPtr->value().AppendElement(anim);
}
}
return groupedAnims;
}
bool AnimationInfo::AddAnimationsForProperty(
nsIFrame* aFrame, const EffectSet* aEffects,
const nsTArray<RefPtr<dom::Animation>>& aCompositorAnimations,
const Maybe<TransformData>& aTransformData, nsCSSPropertyID aProperty,
Send aSendFlag, LayerManager* aLayerManager) {
bool addedAny = false;
// Add from first to last (since last overrides)
for (dom::Animation* anim : aCompositorAnimations) {
if (!anim->IsRelevant()) {
continue;
}
dom::KeyframeEffect* keyframeEffect =
anim->GetEffect() ? anim->GetEffect()->AsKeyframeEffect() : nullptr;
MOZ_ASSERT(keyframeEffect,
"A playing animation should have a keyframe effect");
const AnimationProperty* property =
keyframeEffect->GetEffectiveAnimationOfProperty(aProperty, *aEffects);
if (!property) {
continue;
}
// Note that if the property is overridden by !important rules,
// GetEffectiveAnimationOfProperty returns null instead.
// This is what we want, since if we have animations overridden by
// !important rules, we don't want to send them to the compositor.
MOZ_ASSERT(
anim->CascadeLevel() != EffectCompositor::CascadeLevel::Animations ||
!aEffects->PropertiesWithImportantRules().HasProperty(aProperty),
"GetEffectiveAnimationOfProperty already tested the property "
"is not overridden by !important rules");
// Don't add animations that are pending if their timeline does not
// track wallclock time. This is because any pending animations on layers
// will have their start time updated with the current wallclock time.
// If we can't convert that wallclock time back to an equivalent timeline
// time, we won't be able to update the content animation and it will end
// up being out of sync with the layer animation.
//
// Currently this only happens when the timeline is driven by a refresh
// driver under test control. In this case, the next time the refresh
// driver is advanced it will trigger any pending animations.
if (anim->Pending() &&
(anim->GetTimeline() && !anim->GetTimeline()->TracksWallclockTime())) {
continue;
}
AddAnimationForProperty(aFrame, *property, anim, aTransformData, aSendFlag);
keyframeEffect->SetIsRunningOnCompositor(aProperty, true);
addedAny = true;
if (aTransformData && aTransformData->partialPrerenderData() &&
aLayerManager) {
aLayerManager->AddPartialPrerenderedAnimation(GetCompositorAnimationsId(),
anim);
}
}
return addedAny;
}
// Returns which pre-rendered area's sides are overflowed from the pre-rendered
// rect.
//
// We don't need to make jank animations when we are going to composite the
// area where there is no overflowed area even if it's outside of the
// pre-rendered area.
static SideBits GetOverflowedSides(const nsRect& aOverflow,
const nsRect& aPartialPrerenderArea) {
SideBits sides = SideBits::eNone;
if (aOverflow.X() < aPartialPrerenderArea.X()) {
sides |= SideBits::eLeft;
}
if (aOverflow.Y() < aPartialPrerenderArea.Y()) {
sides |= SideBits::eTop;
}
if (aOverflow.XMost() > aPartialPrerenderArea.XMost()) {
sides |= SideBits::eRight;
}
if (aOverflow.YMost() > aPartialPrerenderArea.YMost()) {
sides |= SideBits::eBottom;
}
return sides;
}
static ParentLayerRect GetClipRectForPartialPrerender(
const nsIFrame* aFrame, int32_t aDevPixelsToAppUnits) {
nsIScrollableFrame* scrollFrame = nsLayoutUtils::GetNearestScrollableFrame(
aFrame->GetParent(), nsLayoutUtils::SCROLLABLE_SAME_DOC |
nsLayoutUtils::SCROLLABLE_INCLUDE_HIDDEN);
if (!scrollFrame) {
// If there is no suitable scrollable frame in the same document, use the
// root one.
scrollFrame = aFrame->PresShell()->GetRootScrollFrameAsScrollable();
}
MOZ_ASSERT(scrollFrame);
// We don't necessarily use nsLayoutUtils::CalculateCompositionSizeForFrame
// since this is a case where we don't use APZ at all.
return LayoutDeviceRect::FromAppUnits(scrollFrame->GetScrollPortRect(),
aDevPixelsToAppUnits) *
LayoutDeviceToLayerScale2D() * LayerToParentLayerScale();
}
static PartialPrerenderData GetPartialPrerenderData(
const nsIFrame* aFrame, const nsDisplayItem* aItem) {
const nsRect& partialPrerenderedRect = aItem->GetUntransformedPaintRect();
nsRect overflow = aFrame->GetVisualOverflowRectRelativeToSelf();
ScrollableLayerGuid::ViewID scrollId = ScrollableLayerGuid::NULL_SCROLL_ID;
if (nsLayoutUtils::AsyncPanZoomEnabled(const_cast<nsIFrame*>(aFrame))) {
const bool isInPositionFixed =
nsLayoutUtils::IsInPositionFixedSubtree(aFrame);
const ActiveScrolledRoot* asr = aItem->GetActiveScrolledRoot();
const nsIFrame* asrScrollableFrame =
asr ? do_QueryFrame(asr->mScrollableFrame) : nullptr;
if (!isInPositionFixed && asr &&
aFrame->PresContext() == asrScrollableFrame->PresContext()) {
scrollId = asr->GetViewId();
} else {
// Use the root scroll id in the same document if the target frame is in
// position:fixed subtree or there is no ASR or the ASR is in a different
// ancestor document.
scrollId =
nsLayoutUtils::ScrollIdForRootScrollFrame(aFrame->PresContext());
}
}
int32_t devPixelsToAppUnits = aFrame->PresContext()->AppUnitsPerDevPixel();
ParentLayerRect clipRect =
GetClipRectForPartialPrerender(aFrame, devPixelsToAppUnits);
return PartialPrerenderData{
LayoutDeviceIntRect::FromAppUnitsToInside(partialPrerenderedRect,
devPixelsToAppUnits),
GetOverflowedSides(overflow, partialPrerenderedRect), scrollId, clipRect};
}
enum class AnimationDataType {
WithMotionPath,
WithoutMotionPath,
};
static Maybe<TransformData> CreateAnimationData(
nsIFrame* aFrame, nsDisplayItem* aItem, DisplayItemType aType,
layers::LayersBackend aLayersBackend, AnimationDataType aDataType) {
if (aType != DisplayItemType::TYPE_TRANSFORM) {
return Nothing();
}
// XXX Performance here isn't ideal for SVG. We'd prefer to avoid resolving
// the dimensions of refBox. That said, we only get here if there are CSS
// animations or transitions on this element, and that is likely to be a
// lot rarer than transforms on SVG (the frequency of which drives the need
// for TransformReferenceBox).
TransformReferenceBox refBox(aFrame);
const nsRect bounds(0, 0, refBox.Width(), refBox.Height());
// all data passed directly to the compositor should be in dev pixels
int32_t devPixelsToAppUnits = aFrame->PresContext()->AppUnitsPerDevPixel();
float scale = devPixelsToAppUnits;
gfx::Point3D offsetToTransformOrigin =
nsDisplayTransform::GetDeltaToTransformOrigin(aFrame, refBox, scale);
nsPoint origin;
float scaleX = 1.0f;
float scaleY = 1.0f;
bool hasPerspectiveParent = false;
if (aLayersBackend == layers::LayersBackend::LAYERS_WR) {
// leave origin empty, because we are sending it separately on the
// stacking context that we are pushing to WR, and WR will automatically
// include it when picking up the animated transform values
} else if (aItem) {
// This branch is for display items to leverage the cache of
// nsDisplayListBuilder.
origin = aItem->ToReferenceFrame();
} else {
// This branch is running for restyling.
// Animations are animated at the coordination of the reference
// frame outside, not the given frame itself. The given frame
// is also reference frame too, so the parent's reference frame
// are used.
nsIFrame* referenceFrame = nsLayoutUtils::GetReferenceFrame(
nsLayoutUtils::GetCrossDocParentFrame(aFrame));
origin = aFrame->GetOffsetToCrossDoc(referenceFrame);
}
Maybe<MotionPathData> motionPathData;
if (aDataType == AnimationDataType::WithMotionPath) {
const StyleTransformOrigin& styleOrigin =
aFrame->StyleDisplay()->mTransformOrigin;
CSSPoint motionPathOrigin = nsStyleTransformMatrix::Convert2DPosition(
styleOrigin.horizontal, styleOrigin.vertical, refBox);
CSSPoint anchorAdjustment =
MotionPathUtils::ComputeAnchorPointAdjustment(*aFrame);
motionPathData = Some(layers::MotionPathData(
motionPathOrigin, anchorAdjustment, RayReferenceData(aFrame)));
}
Maybe<PartialPrerenderData> partialPrerenderData;
if (aItem && static_cast<nsDisplayTransform*>(aItem)->IsPartialPrerender()) {
partialPrerenderData = Some(GetPartialPrerenderData(aFrame, aItem));
}
return Some(TransformData(
origin, offsetToTransformOrigin, bounds, devPixelsToAppUnits, scaleX,
scaleY, hasPerspectiveParent, motionPathData, partialPrerenderData));
}
void AnimationInfo::AddNonAnimatingTransformLikePropertiesStyles(
const nsCSSPropertyIDSet& aNonAnimatingProperties, nsIFrame* aFrame,
Send aSendFlag) {
auto appendFakeAnimation = [this, aSendFlag](nsCSSPropertyID aProperty,
Animatable&& aBaseStyle) {
layers::Animation* animation = (aSendFlag == Send::NextTransaction)
? AddAnimationForNextTransaction()
: AddAnimation();
animation->property() = aProperty;
animation->baseStyle() = std::move(aBaseStyle);
animation->easingFunction() = null_t();
animation->isNotAnimating() = true;
};
const nsStyleDisplay* display = aFrame->StyleDisplay();
// A simple optimization. We don't need to send offset-* properties if we
// don't have offset-path and offset-position.
// FIXME: Bug 1559232: Add offset-position here.
bool hasMotion =
!display->mOffsetPath.IsNone() ||
!aNonAnimatingProperties.HasProperty(eCSSProperty_offset_path);
for (nsCSSPropertyID id : aNonAnimatingProperties) {
switch (id) {
case eCSSProperty_transform:
if (!display->mTransform.IsNone()) {
TransformReferenceBox refBox(aFrame);
appendFakeAnimation(
id, ResolveTransformOperations(display->mTransform, refBox));
}
break;
case eCSSProperty_translate:
if (!display->mTranslate.IsNone()) {
TransformReferenceBox refBox(aFrame);
appendFakeAnimation(id,
ResolveTranslate(display->mTranslate, refBox));
}
break;
case eCSSProperty_rotate:
if (!display->mRotate.IsNone()) {
appendFakeAnimation(id, display->mRotate);
}
break;
case eCSSProperty_scale:
if (!display->mScale.IsNone()) {
appendFakeAnimation(id, display->mScale);
}
break;
case eCSSProperty_offset_path:
if (!display->mOffsetPath.IsNone()) {
appendFakeAnimation(id, NormalizeOffsetPath(display->mOffsetPath));
}
break;
case eCSSProperty_offset_distance:
if (hasMotion && !display->mOffsetDistance.IsDefinitelyZero()) {
appendFakeAnimation(id, display->mOffsetDistance);
}
break;
case eCSSProperty_offset_rotate:
if (hasMotion && (!display->mOffsetRotate.auto_ ||
display->mOffsetRotate.angle.ToDegrees() != 0.0)) {
appendFakeAnimation(id, display->mOffsetRotate);
}
break;
case eCSSProperty_offset_anchor:
if (hasMotion && !display->mOffsetAnchor.IsAuto()) {
appendFakeAnimation(id, display->mOffsetAnchor);
}
break;
default:
MOZ_ASSERT_UNREACHABLE("Unsupported transform-like properties");
}
}
}
void AnimationInfo::AddAnimationsForDisplayItem(nsIFrame* aFrame,
nsDisplayListBuilder* aBuilder,
nsDisplayItem* aItem,
DisplayItemType aType,
LayerManager* aLayerManager) {
Send sendFlag = !aBuilder ? Send::NextTransaction : Send::Immediate;
if (sendFlag == Send::NextTransaction) {
ClearAnimationsForNextTransaction();
} else {
ClearAnimations();
}
// Update the animation generation on the layer. We need to do this before
// any early returns since even if we don't add any animations to the
// layer, we still need to mark it as up-to-date with regards to animations.
// Otherwise, in RestyleManager we'll notice the discrepancy between the
// animation generation numbers and update the layer indefinitely.
EffectSet* effects = EffectSet::GetEffectSetForFrame(aFrame, aType);
uint64_t animationGeneration =
effects ? effects->GetAnimationGeneration() : 0;
SetAnimationGeneration(animationGeneration);
if (!effects || effects->IsEmpty()) {
return;
}
EffectCompositor::ClearIsRunningOnCompositor(aFrame, aType);
const nsCSSPropertyIDSet& propertySet =
LayerAnimationInfo::GetCSSPropertiesFor(aType);
const nsTArray<RefPtr<dom::Animation>> matchedAnimations =
EffectCompositor::GetAnimationsForCompositor(aFrame, propertySet);
if (matchedAnimations.IsEmpty()) {
return;
}
// If the frame is not prerendered, bail out.
// Do this check only during layer construction; during updating the
// caller is required to check it appropriately.
if (aItem && !aItem->CanUseAsyncAnimations(aBuilder)) {
// EffectCompositor needs to know that we refused to run this animation
// asynchronously so that it will not throttle the main thread
// animation.
aFrame->SetProperty(nsIFrame::RefusedAsyncAnimationProperty(), true);
return;
}
const HashMap<nsCSSPropertyID, nsTArray<RefPtr<dom::Animation>>>
compositorAnimations =
GroupAnimationsByProperty(matchedAnimations, propertySet);
Maybe<TransformData> transformData =
CreateAnimationData(aFrame, aItem, aType, aLayerManager->GetBackendType(),
compositorAnimations.has(eCSSProperty_offset_path) ||
!aFrame->StyleDisplay()->mOffsetPath.IsNone()
? AnimationDataType::WithMotionPath
: AnimationDataType::WithoutMotionPath);
// Bug 1424900: Drop this pref check after shipping individual transforms.
// Bug 1582554: Drop this pref check after shipping motion path.
const bool hasMultipleTransformLikeProperties =
(StaticPrefs::layout_css_individual_transform_enabled() ||
StaticPrefs::layout_css_motion_path_enabled()) &&
aType == DisplayItemType::TYPE_TRANSFORM;
nsCSSPropertyIDSet nonAnimatingProperties =
nsCSSPropertyIDSet::TransformLikeProperties();
for (auto iter = compositorAnimations.iter(); !iter.done(); iter.next()) {
// Note: We can skip offset-* if there is no offset-path/offset-position
// animations and styles. However, it should be fine and may be better to
// send these information to the compositor because 1) they are simple data
// structure, 2) AddAnimationsForProperty() marks these animations as
// running on the composiror, so CanThrottle() returns true for them, and
// we avoid running these animations on the main thread.
bool added = AddAnimationsForProperty(aFrame, effects, iter.get().value(),
transformData, iter.get().key(),
sendFlag, aLayerManager);
if (added && transformData) {
// Only copy TransformLikeMetaData in the first animation property.
transformData.reset();
}
if (hasMultipleTransformLikeProperties && added) {
nonAnimatingProperties.RemoveProperty(iter.get().key());
}
}
// If some transform-like properties have animations, but others not, and
// those non-animating transform-like properties have non-none
// transform/translate/rotate/scale styles or non-initial value for motion
// path properties, we also pass their styles into the compositor, so the
// final transform matrix (on the compositor) could take them into account.
if (hasMultipleTransformLikeProperties &&
// For these cases we don't need to send the property style values to
// the compositor:
// 1. No property has running animations on the compositor. (i.e. All
// properties should be handled by main thread)
// 2. All properties have running animations on the compositor.
// (i.e. Those running animations should override the styles.)
!nonAnimatingProperties.Equals(
nsCSSPropertyIDSet::TransformLikeProperties()) &&
!nonAnimatingProperties.IsEmpty()) {
AddNonAnimatingTransformLikePropertiesStyles(nonAnimatingProperties, aFrame,
sendFlag);
}
}
} // namespace layers
} // namespace mozilla