gecko-dev/dom/animation/Animation.h
Boris Chiou 97ae508f2d Bug 1526850 - Part 2: Let FindAnimationsForCompositor take nsCSSPropertyIDSet. r=hiro
We use DisplayItemType as the input of HasAnimationsForCompositor, and
nsCSSPropertyIDSet as the input of GetAnimationsForCompositor.

The caller of HasAnimationsForCompositor just wants to check if there is
any compositor animation for a display item, so we can replace it by the
display item, and get the properties from this display item.

However, the caller of GetAnimationsForCompositor may use a subset of
transform-like properties for getting scale factors, or use all the
transform-like properties for sending all transform animations to the
compositor thread.

Depends on D19630

Differential Revision: https://phabricator.services.mozilla.com/D19628

--HG--
extra : moz-landing-system : lando
2019-03-01 21:13:03 +00:00

593 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/. */
#ifndef mozilla_dom_Animation_h
#define mozilla_dom_Animation_h
#include "nsWrapperCache.h"
#include "nsCycleCollectionParticipant.h"
#include "mozilla/AnimationPerformanceWarning.h"
#include "mozilla/Attributes.h"
#include "mozilla/CycleCollectedJSContext.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/EffectCompositor.h" // For EffectCompositor::CascadeLevel
#include "mozilla/LinkedList.h"
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "mozilla/dom/AnimationBinding.h" // for AnimationPlayState
#include "mozilla/dom/AnimationEffect.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Promise.h"
#include "nsCSSPropertyID.h"
#include "nsIGlobalObject.h"
// X11 has a #define for CurrentTime.
#ifdef CurrentTime
# undef CurrentTime
#endif
struct JSContext;
class nsCSSPropertyIDSet;
class nsIFrame;
namespace mozilla {
struct AnimationRule;
namespace dom {
class AsyncFinishNotification;
class CSSAnimation;
class CSSTransition;
class Document;
class Animation : public DOMEventTargetHelper,
public LinkedListElement<Animation> {
protected:
virtual ~Animation() {}
public:
explicit Animation(nsIGlobalObject* aGlobal)
: DOMEventTargetHelper(aGlobal),
mPlaybackRate(1.0),
mAnimationIndex(sNextAnimationIndex++),
mCachedChildIndex(-1),
mPendingState(PendingState::NotPending),
mFinishedAtLastComposeStyle(false),
mIsRelevant(false),
mFinishedIsResolved(false),
mSyncWithGeometricAnimations(false) {}
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(Animation, DOMEventTargetHelper)
nsIGlobalObject* GetParentObject() const { return GetOwnerGlobal(); }
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
virtual CSSAnimation* AsCSSAnimation() { return nullptr; }
virtual const CSSAnimation* AsCSSAnimation() const { return nullptr; }
virtual CSSTransition* AsCSSTransition() { return nullptr; }
virtual const CSSTransition* AsCSSTransition() const { return nullptr; }
/**
* Flag to pass to Play to indicate whether or not it should automatically
* rewind the current time to the start point if the animation is finished.
* For regular calls to play() from script we should do this, but when a CSS
* animation's animation-play-state changes we shouldn't rewind the animation.
*/
enum class LimitBehavior { AutoRewind, Continue };
// Animation interface methods
static already_AddRefed<Animation> Constructor(
const GlobalObject& aGlobal, AnimationEffect* aEffect,
const Optional<AnimationTimeline*>& aTimeline, ErrorResult& aRv);
void GetId(nsAString& aResult) const { aResult = mId; }
void SetId(const nsAString& aId);
AnimationEffect* GetEffect() const { return mEffect; }
void SetEffect(AnimationEffect* aEffect);
void SetEffectNoUpdate(AnimationEffect* aEffect);
AnimationTimeline* GetTimeline() const { return mTimeline; }
void SetTimeline(AnimationTimeline* aTimeline);
void SetTimelineNoUpdate(AnimationTimeline* aTimeline);
Nullable<TimeDuration> GetStartTime() const { return mStartTime; }
Nullable<double> GetStartTimeAsDouble() const;
void SetStartTime(const Nullable<TimeDuration>& aNewStartTime);
void SetStartTimeAsDouble(const Nullable<double>& aStartTime);
// This is deliberately _not_ called GetCurrentTime since that would clash
// with a macro defined in winbase.h
Nullable<TimeDuration> GetCurrentTimeAsDuration() const {
return GetCurrentTimeForHoldTime(mHoldTime);
}
Nullable<double> GetCurrentTimeAsDouble() const;
void SetCurrentTime(const TimeDuration& aNewCurrentTime);
void SetCurrentTimeAsDouble(const Nullable<double>& aCurrentTime,
ErrorResult& aRv);
double PlaybackRate() const { return mPlaybackRate; }
void SetPlaybackRate(double aPlaybackRate);
AnimationPlayState PlayState() const;
virtual AnimationPlayState PlayStateFromJS() const { return PlayState(); }
bool Pending() const { return mPendingState != PendingState::NotPending; }
virtual bool PendingFromJS() const { return Pending(); }
virtual Promise* GetReady(ErrorResult& aRv);
Promise* GetFinished(ErrorResult& aRv);
IMPL_EVENT_HANDLER(finish);
IMPL_EVENT_HANDLER(cancel);
void Cancel();
virtual void CancelFromStyle() { CancelNoUpdate(); }
void Finish(ErrorResult& aRv);
virtual void Play(ErrorResult& aRv, LimitBehavior aLimitBehavior);
virtual void PlayFromJS(ErrorResult& aRv) {
Play(aRv, LimitBehavior::AutoRewind);
}
virtual void Pause(ErrorResult& aRv);
/**
* PauseFromJS is currently only here for symmetry with PlayFromJS but
* in future we will likely have to flush style in
* CSSAnimation::PauseFromJS so we leave it for now.
*/
void PauseFromJS(ErrorResult& aRv) { Pause(aRv); }
void UpdatePlaybackRate(double aPlaybackRate);
void Reverse(ErrorResult& aRv);
bool IsRunningOnCompositor() const;
virtual void Tick();
bool NeedsTicks() const {
return Pending() ||
(PlayState() == AnimationPlayState::Running &&
// An animation with a zero playback rate doesn't need ticks even if
// it is running since it effectively behaves as if it is paused.
//
// It's important we return false in this case since a zero playback
// rate animation in the before or after phase that doesn't fill
// won't be relevant and hence won't be returned by GetAnimations().
// We don't want its timeline to keep it alive (which would happen
// if we return true) since otherwise it will effectively be leaked.
PlaybackRate() != 0.0);
}
/**
* Set the time to use for starting or pausing a pending animation.
*
* Typically, when an animation is played, it does not start immediately but
* is added to a table of pending animations on the document of its effect.
* In the meantime it sets its hold time to the time from which playback
* should begin.
*
* When the document finishes painting, any pending animations in its table
* are marked as being ready to start by calling TriggerOnNextTick.
* The moment when the paint completed is also recorded, converted to a
* timeline time, and passed to StartOnTick. This is so that when these
* animations do start, they can be timed from the point when painting
* completed.
*
* After calling TriggerOnNextTick, animations remain in the pending state
* until the next refresh driver tick. At that time they transition out of
* the pending state using the time passed to TriggerOnNextTick as the
* effective time at which they resumed.
*
* This approach means that any setup time required for performing the
* initial paint of an animation such as layerization is not deducted from
* the running time of the animation. Without this we can easily drop the
* first few frames of an animation, or, on slower devices, the whole
* animation.
*
* Furthermore:
*
* - Starting the animation immediately when painting finishes is problematic
* because the start time of the animation will be ahead of its timeline
* (since the timeline time is based on the refresh driver time).
* That's a problem because the animation is playing but its timing
* suggests it starts in the future. We could update the timeline to match
* the start time of the animation but then we'd also have to update the
* timing and style of all animations connected to that timeline or else be
* stuck in an inconsistent state until the next refresh driver tick.
*
* - If we simply use the refresh driver time on its next tick, the lag
* between triggering an animation and its effective start is unacceptably
* long.
*
* For pausing, we apply the same asynchronous approach. This is so that we
* synchronize with animations that are running on the compositor. Otherwise
* if the main thread lags behind the compositor there will be a noticeable
* jump backwards when the main thread takes over. Even though main thread
* animations could be paused immediately, we do it asynchronously for
* consistency and so that animations paused together end up in step.
*
* Note that the caller of this method is responsible for removing the
* animation from any PendingAnimationTracker it may have been added to.
*/
void TriggerOnNextTick(const Nullable<TimeDuration>& aReadyTime);
/**
* Testing only: Start or pause a pending animation using the current
* timeline time. This is used to support existing tests that expect
* animations to begin immediately. Ideally we would rewrite the those tests
* and get rid of this method, but there are a lot of them.
*
* As with TriggerOnNextTick, the caller of this method is responsible for
* removing the animation from any PendingAnimationTracker it may have been
* added to.
*/
void TriggerNow();
/**
* When TriggerOnNextTick is called, we store the ready time but we don't
* apply it until the next tick. In the meantime, GetStartTime() will return
* null.
*
* However, if we build layer animations again before the next tick, we
* should initialize them with the start time that GetStartTime() will return
* on the next tick.
*
* If we were to simply set the start time of layer animations to null, their
* start time would be updated to the current wallclock time when rendering
* finishes, thus making them out of sync with the start time stored here.
* This, in turn, will make the animation jump backwards when we build
* animations on the next tick and apply the start time stored here.
*
* This method returns the start time, if resolved. Otherwise, if we have
* a pending ready time, it returns the corresponding start time. If neither
* of those are available, it returns null.
*/
Nullable<TimeDuration> GetCurrentOrPendingStartTime() const;
/**
* As with the start time, we should use the pending playback rate when
* producing layer animations.
*/
double CurrentOrPendingPlaybackRate() const {
return mPendingPlaybackRate.valueOr(mPlaybackRate);
}
bool HasPendingPlaybackRate() const { return mPendingPlaybackRate.isSome(); }
/**
* The following relationship from the definition of the 'current time' is
* re-used in many algorithms so we extract it here into a static method that
* can be re-used:
*
* current time = (timeline time - start time) * playback rate
*
* As per https://drafts.csswg.org/web-animations-1/#current-time
*/
static TimeDuration CurrentTimeFromTimelineTime(
const TimeDuration& aTimelineTime, const TimeDuration& aStartTime,
float aPlaybackRate) {
return (aTimelineTime - aStartTime).MultDouble(aPlaybackRate);
}
/**
* As with calculating the current time, we often need to calculate a start
* time from a current time. The following method simply inverts the current
* time relationship.
*
* In each case where this is used, the desired behavior for playbackRate ==
* 0 is to return the specified timeline time (often referred to as the ready
* time).
*/
static TimeDuration StartTimeFromTimelineTime(
const TimeDuration& aTimelineTime, const TimeDuration& aCurrentTime,
float aPlaybackRate) {
TimeDuration result = aTimelineTime;
if (aPlaybackRate == 0) {
return result;
}
result -= aCurrentTime.MultDouble(1.0 / aPlaybackRate);
return result;
}
/**
* Converts a time in the timescale of this Animation's currentTime, to a
* TimeStamp. Returns a null TimeStamp if the conversion cannot be performed
* because of the current state of this Animation (e.g. it has no timeline, a
* zero playbackRate, an unresolved start time etc.) or the value of the time
* passed-in (e.g. an infinite time).
*/
TimeStamp AnimationTimeToTimeStamp(const StickyTimeDuration& aTime) const;
// Converts an AnimationEvent's elapsedTime value to an equivalent TimeStamp
// that can be used to sort events by when they occurred.
TimeStamp ElapsedTimeToTimeStamp(
const StickyTimeDuration& aElapsedTime) const;
bool IsPausedOrPausing() const {
return PlayState() == AnimationPlayState::Paused;
}
bool HasCurrentEffect() const {
return GetEffect() && GetEffect()->IsCurrent();
}
bool IsInEffect() const { return GetEffect() && GetEffect()->IsInEffect(); }
bool IsPlaying() const {
return mPlaybackRate != 0.0 && mTimeline &&
!mTimeline->GetCurrentTimeAsDuration().IsNull() &&
PlayState() == AnimationPlayState::Running;
}
bool ShouldBeSynchronizedWithMainThread(
const nsCSSPropertyIDSet& aPropertySet, const nsIFrame* aFrame,
AnimationPerformanceWarning::Type& aPerformanceWarning /* out */) const;
bool IsRelevant() const { return mIsRelevant; }
void UpdateRelevance();
/**
* Returns true if this Animation has a lower composite order than aOther.
*/
bool HasLowerCompositeOrderThan(const Animation& aOther) const;
/**
* Returns the level at which the effect(s) associated with this Animation
* are applied to the CSS cascade.
*/
virtual EffectCompositor::CascadeLevel CascadeLevel() const {
return EffectCompositor::CascadeLevel::Animations;
}
/**
* Returns true if this animation does not currently need to update
* style on the main thread (e.g. because it is empty, or is
* running on the compositor).
*/
bool CanThrottle() const;
/**
* Updates various bits of state that we need to update as the result of
* running ComposeStyle().
* See the comment of KeyframeEffect::WillComposeStyle for more detail.
*/
void WillComposeStyle();
/**
* Updates |aComposeResult| with the animation values of this animation's
* effect, if any.
* Any properties contained in |aPropertiesToSkip| will not be added or
* updated in |aComposeResult|.
*/
void ComposeStyle(RawServoAnimationValueMap& aComposeResult,
const nsCSSPropertyIDSet& aPropertiesToSkip);
void NotifyEffectTimingUpdated();
void NotifyGeometricAnimationsStartingThisFrame();
/**
* Reschedule pending pause or pending play tasks when updating the target
* effect.
*
* If we are pending, we will either be registered in the pending animation
* tracker and have a null pending ready time, or, after our effect has been
* painted, we will be removed from the tracker and assigned a pending ready
* time.
*
* When the target effect is updated, we'll typically need to repaint so for
* the latter case where we already have a pending ready time, clear it and
* put ourselves back in the pending animation tracker.
*/
void ReschedulePendingTasks();
/**
* Used by subclasses to synchronously queue a cancel event in situations
* where the Animation may have been cancelled.
*
* We need to do this synchronously because after a CSS animation/transition
* is canceled, it will be released by its owning element and may not still
* exist when we would normally go to queue events on the next tick.
*/
virtual void MaybeQueueCancelEvent(const StickyTimeDuration& aActiveTime){};
int32_t& CachedChildIndexRef() { return mCachedChildIndex; }
protected:
void SilentlySetCurrentTime(const TimeDuration& aNewCurrentTime);
void CancelNoUpdate();
void PlayNoUpdate(ErrorResult& aRv, LimitBehavior aLimitBehavior);
void ResumeAt(const TimeDuration& aReadyTime);
void PauseAt(const TimeDuration& aReadyTime);
void FinishPendingAt(const TimeDuration& aReadyTime) {
if (mPendingState == PendingState::PlayPending) {
ResumeAt(aReadyTime);
} else if (mPendingState == PendingState::PausePending) {
PauseAt(aReadyTime);
} else {
MOZ_ASSERT_UNREACHABLE(
"Can't finish pending if we're not in a pending state");
}
}
void ApplyPendingPlaybackRate() {
if (mPendingPlaybackRate) {
mPlaybackRate = *mPendingPlaybackRate;
mPendingPlaybackRate.reset();
}
}
/**
* Finishing behavior depends on if changes to timing occurred due
* to a seek or regular playback.
*/
enum class SeekFlag { NoSeek, DidSeek };
enum class SyncNotifyFlag { Sync, Async };
virtual void UpdateTiming(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
void UpdateFinishedState(SeekFlag aSeekFlag, SyncNotifyFlag aSyncNotifyFlag);
void UpdateEffect();
/**
* Flush all pending styles other than throttled animation styles (e.g.
* animations running on the compositor).
*/
void FlushUnanimatedStyle() const;
void PostUpdate();
void ResetFinishedPromise();
void MaybeResolveFinishedPromise();
void DoFinishNotification(SyncNotifyFlag aSyncNotifyFlag);
friend class AsyncFinishNotification;
void DoFinishNotificationImmediately(MicroTaskRunnable* aAsync = nullptr);
void QueuePlaybackEvent(const nsAString& aName,
TimeStamp&& aScheduledEventTime);
/**
* Remove this animation from the pending animation tracker and reset
* mPendingState as necessary. The caller is responsible for resolving or
* aborting the mReady promise as necessary.
*/
void CancelPendingTasks();
/**
* Performs the same steps as CancelPendingTasks and also rejects and
* recreates the ready promise if the animation was pending.
*/
void ResetPendingTasks();
/**
* Returns true if this animation is not only play-pending, but has
* yet to be given a pending ready time. This roughly corresponds to
* animations that are waiting to be painted (since we set the pending
* ready time at the end of painting). Identifying such animations is
* useful because in some cases animations that are painted together
* may need to be synchronized.
*
* We don't, however, want to include animations with a fixed start time such
* as animations that are simply having their playbackRate updated or which
* are resuming from an aborted pause.
*/
bool IsNewlyStarted() const {
return mPendingState == PendingState::PlayPending &&
mPendingReadyTime.IsNull() && mStartTime.IsNull();
}
bool IsPossiblyOrphanedPendingAnimation() const;
StickyTimeDuration EffectEnd() const;
Nullable<TimeDuration> GetCurrentTimeForHoldTime(
const Nullable<TimeDuration>& aHoldTime) const;
Nullable<TimeDuration> GetUnconstrainedCurrentTime() const {
return GetCurrentTimeForHoldTime(Nullable<TimeDuration>());
}
// Earlier side of the elapsed time range reported in CSS Animations and CSS
// Transitions events.
//
// https://drafts.csswg.org/css-animations-2/#interval-start
// https://drafts.csswg.org/css-transitions-2/#interval-start
StickyTimeDuration IntervalStartTime(
const StickyTimeDuration& aActiveDuration) const {
MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
"Should be called for CSS animations or transitions");
static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
return std::max(
std::min(StickyTimeDuration(-mEffect->SpecifiedTiming().Delay()),
aActiveDuration),
zeroDuration);
}
// Later side of the elapsed time range reported in CSS Animations and CSS
// Transitions events.
//
// https://drafts.csswg.org/css-animations-2/#interval-end
// https://drafts.csswg.org/css-transitions-2/#interval-end
StickyTimeDuration IntervalEndTime(
const StickyTimeDuration& aActiveDuration) const {
MOZ_ASSERT(AsCSSTransition() || AsCSSAnimation(),
"Should be called for CSS animations or transitions");
static constexpr StickyTimeDuration zeroDuration = StickyTimeDuration();
return std::max(std::min((EffectEnd() - mEffect->SpecifiedTiming().Delay()),
aActiveDuration),
zeroDuration);
}
TimeStamp GetTimelineCurrentTimeAsTimeStamp() const {
return mTimeline ? mTimeline->GetCurrentTimeAsTimeStamp() : TimeStamp();
}
Document* GetRenderedDocument() const;
Document* GetTimelineDocument() const;
RefPtr<AnimationTimeline> mTimeline;
RefPtr<AnimationEffect> mEffect;
// The beginning of the delay period.
Nullable<TimeDuration> mStartTime; // Timeline timescale
Nullable<TimeDuration> mHoldTime; // Animation timescale
Nullable<TimeDuration> mPendingReadyTime; // Timeline timescale
Nullable<TimeDuration> mPreviousCurrentTime; // Animation timescale
double mPlaybackRate;
Maybe<double> mPendingPlaybackRate;
// A Promise that is replaced on each call to Play()
// and fulfilled when Play() is successfully completed.
// This object is lazily created by GetReady.
// See http://drafts.csswg.org/web-animations/#current-ready-promise
RefPtr<Promise> mReady;
// A Promise that is resolved when we reach the end of the effect, or
// 0 when playing backwards. The Promise is replaced if the animation is
// finished but then a state change makes it not finished.
// This object is lazily created by GetFinished.
// See http://drafts.csswg.org/web-animations/#current-finished-promise
RefPtr<Promise> mFinished;
static uint64_t sNextAnimationIndex;
// The relative position of this animation within the global animation list.
//
// Note that subclasses such as CSSTransition and CSSAnimation may repurpose
// this member to implement their own brand of sorting. As a result, it is
// possible for two different objects to have the same index.
uint64_t mAnimationIndex;
// While ordering Animation objects for event dispatch, the index of the
// target node in its parent may be cached in mCachedChildIndex.
int32_t mCachedChildIndex;
// Indicates if the animation is in the pending state (and what state it is
// waiting to enter when it finished pending). We use this rather than
// checking if this animation is tracked by a PendingAnimationTracker because
// the animation will continue to be pending even after it has been removed
// from the PendingAnimationTracker while it is waiting for the next tick
// (see TriggerOnNextTick for details).
enum class PendingState : uint8_t { NotPending, PlayPending, PausePending };
PendingState mPendingState;
bool mFinishedAtLastComposeStyle;
// Indicates that the animation should be exposed in an element's
// getAnimations() list.
bool mIsRelevant;
// True if mFinished is resolved or would be resolved if mFinished has
// yet to be created. This is not set when mFinished is rejected since
// in that case mFinished is immediately reset to represent a new current
// finished promise.
bool mFinishedIsResolved;
// True if this animation was triggered at the same time as one or more
// geometric animations and hence we should run any transform animations on
// the main thread.
bool mSyncWithGeometricAnimations;
RefPtr<MicroTaskRunnable> mFinishNotificationTask;
nsString mId;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_Animation_h