gecko-dev/layout/style/nsAnimationManager.cpp
Brian Birtles 7a10d13a65 Bug 1541767 - Don't post animation restyles when unbinding an element; r=hiro
Currently we avoid posting animation restyles when unbinding an element by
removing the element from the document before deleting its animation
collections. As a result, when canceled animations go to post a restyle, they
can't find a pres context and give up posting a restyle.

However, this is problematic for two reasons:

* It means we can't remove such canceled animations from the
  PendingAnimationTracker if they are present there (i.e. it regresses the fix
  from bug 1223445).

* It means we can't post cancel events for such animations/transitions since we
  can't lookup the appropriate AnimationEventDispatcher.

In the next patch in this series we will change that order to fix the above
problems but before we do that, we need to introduce another mechanism to make
sure that we don't post restyles when unbinding an element or else we will
regress bug 1396041.

This patch does that by introducing a flag which causes us to not post restyles
when we are doing DOM surgery. For all other cases we actually _do_ need to post
restyles in order to update the style correctly.

Without this patch, layout/style/crashtests/1396041.html would fail after
applying the next patch in this series.

Differential Revision: https://phabricator.services.mozilla.com/D28021

--HG--
extra : moz-landing-system : lando
2019-04-18 06:49:25 +00:00

612 lines
23 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 "nsAnimationManager.h"
#include "nsTransitionManager.h"
#include "mozilla/dom/CSSAnimationBinding.h"
#include "mozilla/AnimationEventDispatcher.h"
#include "mozilla/AnimationTarget.h"
#include "mozilla/EffectCompositor.h"
#include "mozilla/EffectSet.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/ServoStyleSet.h"
#include "mozilla/StyleAnimationValue.h"
#include "mozilla/dom/AnimationEffect.h"
#include "mozilla/dom/DocumentTimeline.h"
#include "mozilla/dom/KeyframeEffect.h"
#include "nsPresContext.h"
#include "nsPresContextInlines.h"
#include "nsStyleChangeList.h"
#include "nsLayoutUtils.h"
#include "nsIFrame.h"
#include "mozilla/dom/Document.h"
#include "nsDOMMutationObserver.h"
#include "nsRFPService.h"
#include <algorithm> // std::stable_sort
#include <math.h>
using namespace mozilla;
using namespace mozilla::css;
using mozilla::dom::Animation;
using mozilla::dom::AnimationEffect;
using mozilla::dom::AnimationPlayState;
using mozilla::dom::CSSAnimation;
using mozilla::dom::KeyframeEffect;
typedef mozilla::ComputedTiming::AnimationPhase AnimationPhase;
////////////////////////// CSSAnimation ////////////////////////////
JSObject* CSSAnimation::WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) {
return dom::CSSAnimation_Binding::Wrap(aCx, this, aGivenProto);
}
mozilla::dom::Promise* CSSAnimation::GetReady(ErrorResult& aRv) {
FlushUnanimatedStyle();
return Animation::GetReady(aRv);
}
void CSSAnimation::Play(ErrorResult& aRv, LimitBehavior aLimitBehavior) {
mPauseShouldStick = false;
Animation::Play(aRv, aLimitBehavior);
}
void CSSAnimation::Pause(ErrorResult& aRv) {
mPauseShouldStick = true;
Animation::Pause(aRv);
}
AnimationPlayState CSSAnimation::PlayStateFromJS() const {
// Flush style to ensure that any properties controlling animation state
// (e.g. animation-play-state) are fully updated.
FlushUnanimatedStyle();
return Animation::PlayStateFromJS();
}
bool CSSAnimation::PendingFromJS() const {
// Flush style since, for example, if the animation-play-state was just
// changed its possible we should now be pending.
FlushUnanimatedStyle();
return Animation::PendingFromJS();
}
void CSSAnimation::PlayFromJS(ErrorResult& aRv) {
// Note that flushing style below might trigger calls to
// PlayFromStyle()/PauseFromStyle() on this object.
FlushUnanimatedStyle();
Animation::PlayFromJS(aRv);
}
void CSSAnimation::PlayFromStyle() {
mIsStylePaused = false;
if (!mPauseShouldStick) {
ErrorResult rv;
Animation::Play(rv, Animation::LimitBehavior::Continue);
// play() should not throw when LimitBehavior is Continue
MOZ_ASSERT(!rv.Failed(), "Unexpected exception playing animation");
}
}
void CSSAnimation::PauseFromStyle() {
// Check if the pause state is being overridden
if (mIsStylePaused) {
return;
}
mIsStylePaused = true;
ErrorResult rv;
Animation::Pause(rv);
// pause() should only throw when *all* of the following conditions are true:
// - we are in the idle state, and
// - we have a negative playback rate, and
// - we have an infinitely repeating animation
// The first two conditions will never happen under regular style processing
// but could happen if an author made modifications to the Animation object
// and then updated animation-play-state. It's an unusual case and there's
// no obvious way to pass on the exception information so we just silently
// fail for now.
if (rv.Failed()) {
NS_WARNING("Unexpected exception pausing animation - silently failing");
}
}
void CSSAnimation::Tick() {
Animation::Tick();
QueueEvents();
}
bool CSSAnimation::HasLowerCompositeOrderThan(
const CSSAnimation& aOther) const {
MOZ_ASSERT(IsTiedToMarkup() && aOther.IsTiedToMarkup(),
"Should only be called for CSS animations that are sorted "
"as CSS animations (i.e. tied to CSS markup)");
// 0. Object-equality case
if (&aOther == this) {
return false;
}
// 1. Sort by document order
if (!mOwningElement.Equals(aOther.mOwningElement)) {
return mOwningElement.LessThan(
const_cast<CSSAnimation*>(this)->CachedChildIndexRef(),
aOther.mOwningElement,
const_cast<CSSAnimation*>(&aOther)->CachedChildIndexRef());
}
// 2. (Same element and pseudo): Sort by position in animation-name
return mAnimationIndex < aOther.mAnimationIndex;
}
void CSSAnimation::QueueEvents(const StickyTimeDuration& aActiveTime) {
// If the animation is pending, we ignore animation events until we finish
// pending.
if (mPendingState != PendingState::NotPending) {
return;
}
// CSS animations dispatch events at their owning element. This allows
// script to repurpose a CSS animation to target a different element,
// to use a group effect (which has no obvious "target element"), or
// to remove the animation effect altogether whilst still getting
// animation events.
//
// It does mean, however, that for a CSS animation that has no owning
// element (e.g. it was created using the CSSAnimation constructor or
// disassociated from CSS) no events are fired. If it becomes desirable
// for these animations to still fire events we should spec the concept
// of the "original owning element" or "event target" and allow script
// to set it when creating a CSSAnimation object.
if (!mOwningElement.IsSet()) {
return;
}
nsPresContext* presContext = mOwningElement.GetPresContext();
if (!presContext) {
return;
}
uint64_t currentIteration = 0;
ComputedTiming::AnimationPhase currentPhase;
StickyTimeDuration intervalStartTime;
StickyTimeDuration intervalEndTime;
StickyTimeDuration iterationStartTime;
if (!mEffect) {
currentPhase =
GetAnimationPhaseWithoutEffect<ComputedTiming::AnimationPhase>(*this);
if (currentPhase == mPreviousPhase) {
return;
}
} else {
ComputedTiming computedTiming = mEffect->GetComputedTiming();
currentPhase = computedTiming.mPhase;
currentIteration = computedTiming.mCurrentIteration;
if (currentPhase == mPreviousPhase &&
currentIteration == mPreviousIteration) {
return;
}
intervalStartTime = IntervalStartTime(computedTiming.mActiveDuration);
intervalEndTime = IntervalEndTime(computedTiming.mActiveDuration);
uint64_t iterationBoundary = mPreviousIteration > currentIteration
? currentIteration + 1
: currentIteration;
iterationStartTime = computedTiming.mDuration.MultDouble(
(iterationBoundary - computedTiming.mIterationStart));
}
TimeStamp startTimeStamp = ElapsedTimeToTimeStamp(intervalStartTime);
TimeStamp endTimeStamp = ElapsedTimeToTimeStamp(intervalEndTime);
TimeStamp iterationTimeStamp = ElapsedTimeToTimeStamp(iterationStartTime);
AutoTArray<AnimationEventInfo, 2> events;
auto appendAnimationEvent = [&](EventMessage aMessage,
const StickyTimeDuration& aElapsedTime,
const TimeStamp& aScheduledEventTimeStamp) {
double elapsedTime = aElapsedTime.ToSeconds();
if (aMessage == eAnimationCancel) {
// 0 is an inappropriate value for this callsite. What we need to do is
// use a single random value for all increasing times reportable.
// That is to say, whenever elapsedTime goes negative (because an
// animation restarts, something rewinds the animation, or otherwise)
// a new random value for the mix-in must be generated.
elapsedTime = nsRFPService::ReduceTimePrecisionAsSecs(
elapsedTime, 0, TimerPrecisionType::RFPOnly);
}
events.AppendElement(
AnimationEventInfo(mAnimationName, mOwningElement.Target(), aMessage,
elapsedTime, aScheduledEventTimeStamp, this));
};
// Handle cancel event first
if ((mPreviousPhase != AnimationPhase::Idle &&
mPreviousPhase != AnimationPhase::After) &&
currentPhase == AnimationPhase::Idle) {
appendAnimationEvent(eAnimationCancel, aActiveTime,
GetTimelineCurrentTimeAsTimeStamp());
}
switch (mPreviousPhase) {
case AnimationPhase::Idle:
case AnimationPhase::Before:
if (currentPhase == AnimationPhase::Active) {
appendAnimationEvent(eAnimationStart, intervalStartTime,
startTimeStamp);
} else if (currentPhase == AnimationPhase::After) {
appendAnimationEvent(eAnimationStart, intervalStartTime,
startTimeStamp);
appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp);
}
break;
case AnimationPhase::Active:
if (currentPhase == AnimationPhase::Before) {
appendAnimationEvent(eAnimationEnd, intervalStartTime, startTimeStamp);
} else if (currentPhase == AnimationPhase::Active) {
// The currentIteration must have changed or element we would have
// returned early above.
MOZ_ASSERT(currentIteration != mPreviousIteration);
appendAnimationEvent(eAnimationIteration, iterationStartTime,
iterationTimeStamp);
} else if (currentPhase == AnimationPhase::After) {
appendAnimationEvent(eAnimationEnd, intervalEndTime, endTimeStamp);
}
break;
case AnimationPhase::After:
if (currentPhase == AnimationPhase::Before) {
appendAnimationEvent(eAnimationStart, intervalEndTime, startTimeStamp);
appendAnimationEvent(eAnimationEnd, intervalStartTime, endTimeStamp);
} else if (currentPhase == AnimationPhase::Active) {
appendAnimationEvent(eAnimationStart, intervalEndTime, endTimeStamp);
}
break;
}
mPreviousPhase = currentPhase;
mPreviousIteration = currentIteration;
if (!events.IsEmpty()) {
presContext->AnimationEventDispatcher()->QueueEvents(std::move(events));
}
}
void CSSAnimation::UpdateTiming(SeekFlag aSeekFlag,
SyncNotifyFlag aSyncNotifyFlag) {
if (mNeedsNewAnimationIndexWhenRun &&
PlayState() != AnimationPlayState::Idle) {
mAnimationIndex = sNextAnimationIndex++;
mNeedsNewAnimationIndexWhenRun = false;
}
Animation::UpdateTiming(aSeekFlag, aSyncNotifyFlag);
}
////////////////////////// nsAnimationManager ////////////////////////////
// Find the matching animation by |aName| in the old list
// of animations and remove the matched animation from the list.
static already_AddRefed<CSSAnimation> PopExistingAnimation(
const nsAtom* aName,
nsAnimationManager::CSSAnimationCollection* aCollection) {
if (!aCollection) {
return nullptr;
}
// Animations are stored in reverse order to how they appear in the
// animation-name property. However, we want to match animations beginning
// from the end of the animation-name list, so we iterate *forwards*
// through the collection.
for (size_t idx = 0, length = aCollection->mAnimations.Length();
idx != length; ++idx) {
CSSAnimation* cssAnim = aCollection->mAnimations[idx];
if (cssAnim->AnimationName() == aName) {
RefPtr<CSSAnimation> match = cssAnim;
aCollection->mAnimations.RemoveElementAt(idx);
return match.forget();
}
}
return nullptr;
}
class MOZ_STACK_CLASS ServoCSSAnimationBuilder final {
public:
explicit ServoCSSAnimationBuilder(const ComputedStyle* aComputedStyle)
: mComputedStyle(aComputedStyle) {
MOZ_ASSERT(aComputedStyle);
}
bool BuildKeyframes(const Element& aElement, nsPresContext* aPresContext,
nsAtom* aName, const nsTimingFunction& aTimingFunction,
nsTArray<Keyframe>& aKeyframes) {
return aPresContext->StyleSet()->GetKeyframesForName(
aElement, *mComputedStyle, aName, aTimingFunction, aKeyframes);
}
void SetKeyframes(KeyframeEffect& aEffect, nsTArray<Keyframe>&& aKeyframes) {
aEffect.SetKeyframes(std::move(aKeyframes), mComputedStyle);
}
// Currently all the animation building code in this file is based on
// assumption that creating and removing animations should *not* trigger
// additional restyles since those changes will be handled within the same
// restyle.
//
// While that is true for the Gecko style backend, it is not true for the
// Servo style backend where we want restyles to be triggered so that we
// perform a second animation restyle where we will incorporate the changes
// arising from creating and removing animations.
//
// Fortunately, our attempts to avoid posting extra restyles as part of the
// processing here are imperfect and most of the time we happen to post
// them anyway. Occasionally, however, we don't. For example, we don't post
// a restyle when we create a new animation whose an animation index matches
// the default value it was given already (which is typically only true when
// the CSSAnimation we create is the first Animation created in a particular
// content process).
//
// As a result, when we are using the Servo backend, whenever we have an added
// or removed animation we need to explicitly trigger a restyle.
//
// This code should eventually disappear along with the Gecko style backend
// and we should simply call Play() / Pause() / Cancel() etc. which will
// post the required restyles.
void NotifyNewOrRemovedAnimation(const Animation& aAnimation) {
dom::AnimationEffect* effect = aAnimation.GetEffect();
if (!effect) {
return;
}
KeyframeEffect* keyframeEffect = effect->AsKeyframeEffect();
if (!keyframeEffect) {
return;
}
keyframeEffect->RequestRestyle(EffectCompositor::RestyleType::Standard);
}
private:
const ComputedStyle* mComputedStyle;
};
static void UpdateOldAnimationPropertiesWithNew(
CSSAnimation& aOld, TimingParams&& aNewTiming,
nsTArray<Keyframe>&& aNewKeyframes, bool aNewIsStylePaused,
ServoCSSAnimationBuilder& aBuilder) {
bool animationChanged = false;
// Update the old from the new so we can keep the original object
// identity (and any expando properties attached to it).
if (aOld.GetEffect()) {
dom::AnimationEffect* oldEffect = aOld.GetEffect();
animationChanged = oldEffect->SpecifiedTiming() != aNewTiming;
oldEffect->SetSpecifiedTiming(std::move(aNewTiming));
KeyframeEffect* oldKeyframeEffect = oldEffect->AsKeyframeEffect();
if (oldKeyframeEffect) {
aBuilder.SetKeyframes(*oldKeyframeEffect, std::move(aNewKeyframes));
}
}
// Handle changes in play state. If the animation is idle, however,
// changes to animation-play-state should *not* restart it.
if (aOld.PlayState() != AnimationPlayState::Idle) {
// CSSAnimation takes care of override behavior so that,
// for example, if the author has called pause(), that will
// override the animation-play-state.
// (We should check aNew->IsStylePaused() but that requires
// downcasting to CSSAnimation and we happen to know that
// aNew will only ever be paused by calling PauseFromStyle
// making IsPausedOrPausing synonymous in this case.)
if (!aOld.IsStylePaused() && aNewIsStylePaused) {
aOld.PauseFromStyle();
animationChanged = true;
} else if (aOld.IsStylePaused() && !aNewIsStylePaused) {
aOld.PlayFromStyle();
animationChanged = true;
}
}
// Updating the effect timing above might already have caused the
// animation to become irrelevant so only add a changed record if
// the animation is still relevant.
if (animationChanged && aOld.IsRelevant()) {
nsNodeUtils::AnimationChanged(&aOld);
}
}
// Returns a new animation set up with given StyleAnimation.
// Or returns an existing animation matching StyleAnimation's name updated
// with the new StyleAnimation.
static already_AddRefed<CSSAnimation> BuildAnimation(
nsPresContext* aPresContext, const NonOwningAnimationTarget& aTarget,
const nsStyleDisplay& aStyleDisplay, uint32_t animIdx,
ServoCSSAnimationBuilder& aBuilder,
nsAnimationManager::CSSAnimationCollection* aCollection) {
MOZ_ASSERT(aPresContext);
nsAtom* animationName = aStyleDisplay.GetAnimationName(animIdx);
nsTArray<Keyframe> keyframes;
if (!aBuilder.BuildKeyframes(
*aTarget.mElement, aPresContext, animationName,
aStyleDisplay.GetAnimationTimingFunction(animIdx), keyframes)) {
return nullptr;
}
TimingParams timing = TimingParamsFromCSSParams(
aStyleDisplay.GetAnimationDuration(animIdx),
aStyleDisplay.GetAnimationDelay(animIdx),
aStyleDisplay.GetAnimationIterationCount(animIdx),
aStyleDisplay.GetAnimationDirection(animIdx),
aStyleDisplay.GetAnimationFillMode(animIdx));
bool isStylePaused = aStyleDisplay.GetAnimationPlayState(animIdx) ==
StyleAnimationPlayState::Paused;
// Find the matching animation with animation name in the old list
// of animations and remove the matched animation from the list.
RefPtr<CSSAnimation> oldAnim =
PopExistingAnimation(animationName, aCollection);
if (oldAnim) {
// Copy over the start times and (if still paused) pause starts
// for each animation (matching on name only) that was also in the
// old list of animations.
// This means that we honor dynamic changes, which isn't what the
// spec says to do, but WebKit seems to honor at least some of
// them. See
// http://lists.w3.org/Archives/Public/www-style/2011Apr/0079.html
// In order to honor what the spec said, we'd copy more data over.
UpdateOldAnimationPropertiesWithNew(*oldAnim, std::move(timing),
std::move(keyframes), isStylePaused,
aBuilder);
return oldAnim.forget();
}
// mTarget is non-null here, so we emplace it directly.
Maybe<OwningAnimationTarget> target;
target.emplace(aTarget.mElement, aTarget.mPseudoType);
KeyframeEffectParams effectOptions;
RefPtr<KeyframeEffect> effect = new KeyframeEffect(
aPresContext->Document(), target, std::move(timing), effectOptions);
aBuilder.SetKeyframes(*effect, std::move(keyframes));
RefPtr<CSSAnimation> animation = new CSSAnimation(
aPresContext->Document()->GetScopeObject(), animationName);
animation->SetOwningElement(
OwningElementRef(*aTarget.mElement, aTarget.mPseudoType));
animation->SetTimelineNoUpdate(aTarget.mElement->OwnerDoc()->Timeline());
animation->SetEffectNoUpdate(effect);
if (isStylePaused) {
animation->PauseFromStyle();
} else {
animation->PlayFromStyle();
}
aBuilder.NotifyNewOrRemovedAnimation(*animation);
return animation.forget();
}
static nsAnimationManager::OwningCSSAnimationPtrArray BuildAnimations(
nsPresContext* aPresContext, const NonOwningAnimationTarget& aTarget,
const nsStyleDisplay& aStyleDisplay, ServoCSSAnimationBuilder& aBuilder,
nsAnimationManager::CSSAnimationCollection* aCollection,
nsTHashtable<nsRefPtrHashKey<nsAtom>>& aReferencedAnimations) {
nsAnimationManager::OwningCSSAnimationPtrArray result;
for (size_t animIdx = aStyleDisplay.mAnimationNameCount; animIdx-- != 0;) {
nsAtom* name = aStyleDisplay.GetAnimationName(animIdx);
// CSS Animations whose animation-name does not match a @keyframes rule do
// not generate animation events. This includes when the animation-name is
// "none" which is represented by an empty name in the StyleAnimation.
// Since such animations neither affect style nor dispatch events, we do
// not generate a corresponding CSSAnimation for them.
if (name == nsGkAtoms::_empty) {
continue;
}
aReferencedAnimations.PutEntry(name);
RefPtr<CSSAnimation> dest = BuildAnimation(
aPresContext, aTarget, aStyleDisplay, animIdx, aBuilder, aCollection);
if (!dest) {
continue;
}
dest->SetAnimationIndex(static_cast<uint64_t>(animIdx));
result.AppendElement(dest);
}
return result;
}
void nsAnimationManager::UpdateAnimations(dom::Element* aElement,
PseudoStyleType aPseudoType,
const ComputedStyle* aComputedStyle) {
MOZ_ASSERT(mPresContext->IsDynamic(),
"Should not update animations for print or print preview");
MOZ_ASSERT(aElement->IsInComposedDoc(),
"Should not update animations that are not attached to the "
"document tree");
const nsStyleDisplay* disp =
aComputedStyle ? aComputedStyle->StyleDisplay() : nullptr;
if (!disp || disp->mDisplay == StyleDisplay::None) {
// If we are in a display:none subtree we will have no computed values.
// However, if we are on the root of display:none subtree, the computed
// values might not have been cleared yet.
// In either case, since CSS animations should not run in display:none
// subtrees we should stop (actually, destroy) any animations on this
// element here.
StopAnimationsForElement(aElement, aPseudoType);
return;
}
NonOwningAnimationTarget target(aElement, aPseudoType);
ServoCSSAnimationBuilder builder(aComputedStyle);
DoUpdateAnimations(target, *disp, builder);
}
void nsAnimationManager::DoUpdateAnimations(
const NonOwningAnimationTarget& aTarget,
const nsStyleDisplay& aStyleDisplay, ServoCSSAnimationBuilder& aBuilder) {
// Everything that causes our animation data to change triggers a
// style change, which in turn triggers a non-animation restyle.
// Likewise, when we initially construct frames, we're not in a
// style change, but also not in an animation restyle.
CSSAnimationCollection* collection =
CSSAnimationCollection::GetAnimationCollection(aTarget.mElement,
aTarget.mPseudoType);
if (!collection && aStyleDisplay.mAnimationNameCount == 1 &&
aStyleDisplay.mAnimations[0].GetName() == nsGkAtoms::_empty) {
return;
}
nsAutoAnimationMutationBatch mb(aTarget.mElement->OwnerDoc());
// Build the updated animations list, extracting matching animations from
// the existing collection as we go.
OwningCSSAnimationPtrArray newAnimations =
BuildAnimations(mPresContext, aTarget, aStyleDisplay, aBuilder,
collection, mMaybeReferencedAnimations);
if (newAnimations.IsEmpty()) {
if (collection) {
collection->Destroy();
}
return;
}
if (!collection) {
bool createdCollection = false;
collection = CSSAnimationCollection::GetOrCreateAnimationCollection(
aTarget.mElement, aTarget.mPseudoType, &createdCollection);
if (!collection) {
MOZ_ASSERT(!createdCollection, "outparam should agree with return value");
NS_WARNING("allocating collection failed");
return;
}
if (createdCollection) {
AddElementCollection(collection);
}
}
collection->mAnimations.SwapElements(newAnimations);
// Cancel removed animations
for (size_t newAnimIdx = newAnimations.Length(); newAnimIdx-- != 0;) {
aBuilder.NotifyNewOrRemovedAnimation(*newAnimations[newAnimIdx]);
newAnimations[newAnimIdx]->CancelFromStyle(PostRestyleMode::IfNeeded);
}
}