gecko-dev/dom/animation/PendingAnimationTracker.cpp
Hiroyuki Ikezoe 653e15ba32 Bug 1403433 - Add another variant of SchedulePaint that does not call InvalidateRenderingObservers for PendingAnimationTracker. r=birtles
nsFrame::SchedulePaint() invokes InvalidateRenderingObservers, and
InvalidateRenderingObservers ends up posting change hints during we are
processing sequential tasks for animations, but we don't allow posting any
change hints while we are in the middle of restyling process.

Though the change hints posted by InvalidateRenderingObservers are not harmful
in this case since the change hints will be processed in a second post
traversal without problems.  That's said, InvalidateRenderingObservers stuff
should be processed in display list based invalidation anyway (bug 1284053).

MozReview-Commit-ID: GKVRZ98lvEN
2017-09-29 19:42:13 +09:00

180 lines
5.8 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 "PendingAnimationTracker.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "nsIFrame.h"
#include "nsIPresShell.h"
using namespace mozilla;
namespace mozilla {
NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker,
mPlayPendingSet,
mPausePendingSet,
mDocument)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release)
void
PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
AnimationSet& aSet)
{
aSet.PutEntry(&aAnimation);
// Schedule a paint. Otherwise animations that don't trigger a paint by
// themselves (e.g. CSS animations with an empty keyframes rule) won't
// start until something else paints.
EnsurePaintIsScheduled();
}
void
PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
AnimationSet& aSet)
{
aSet.RemoveEntry(&aAnimation);
}
bool
PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
const AnimationSet& aSet) const
{
return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
}
void
PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(const TimeStamp&
aReadyTime)
{
auto triggerAnimationsAtReadyTime = [aReadyTime](AnimationSet& aAnimationSet)
{
for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
dom::Animation* animation = iter.Get()->GetKey();
dom::AnimationTimeline* timeline = animation->GetTimeline();
// If the animation does not have a timeline, just drop it from the map.
// The animation will detect that it is not being tracked and will trigger
// itself on the next tick where it has a timeline.
if (!timeline) {
iter.Remove();
continue;
}
// When the timeline's refresh driver is under test control, its values
// have no correspondance to wallclock times so we shouldn't try to
// convert aReadyTime (which is a wallclock time) to a timeline value.
// Instead, the animation will be started/paused when the refresh driver
// is next advanced since this will trigger a call to
// TriggerPendingAnimationsNow.
if (!timeline->TracksWallclockTime()) {
continue;
}
Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime);
animation->TriggerOnNextTick(readyTime);
iter.Remove();
}
};
triggerAnimationsAtReadyTime(mPlayPendingSet);
triggerAnimationsAtReadyTime(mPausePendingSet);
mHasPlayPendingGeometricAnimations = mPlayPendingSet.Count()
? CheckState::Indeterminate
: CheckState::Absent;
}
void
PendingAnimationTracker::TriggerPendingAnimationsNow()
{
auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) {
for (auto iter = aAnimationSet.Iter(); !iter.Done(); iter.Next()) {
iter.Get()->GetKey()->TriggerNow();
}
aAnimationSet.Clear();
};
triggerAndClearAnimations(mPlayPendingSet);
triggerAndClearAnimations(mPausePendingSet);
mHasPlayPendingGeometricAnimations = CheckState::Absent;
}
void
PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization()
{
// We only ever set mHasPlayPendingGeometricAnimations to 'present' in
// HasPlayPendingGeometricAnimations(). So, if it is 'present' already,
// (i.e. before calling HasPlayPendingGeometricAnimations()) we can assume
// that this method has already been called for the current set of
// play-pending animations and it is not necessary to run again.
//
// We can't make the same assumption about 'absent', but if this method
// was already called and the result was 'absent', then this method is
// a no-op anyway so it's ok to run again.
//
// Note that *without* this optimization, starting animations would become
// O(n^2) in that case where each animation is on a different element and
// contains a compositor-animatable property since we would end up iterating
// over all animations in the play-pending set for each target element.
if (mHasPlayPendingGeometricAnimations == CheckState::Present) {
return;
}
if (!HasPlayPendingGeometricAnimations()) {
return;
}
for (auto iter = mPlayPendingSet.Iter(); !iter.Done(); iter.Next()) {
iter.Get()->GetKey()->NotifyGeometricAnimationsStartingThisFrame();
}
}
bool
PendingAnimationTracker::HasPlayPendingGeometricAnimations()
{
if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) {
return mHasPlayPendingGeometricAnimations == CheckState::Present;
}
mHasPlayPendingGeometricAnimations = CheckState::Absent;
for (auto iter = mPlayPendingSet.ConstIter(); !iter.Done(); iter.Next()) {
auto animation = iter.Get()->GetKey();
if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) {
mHasPlayPendingGeometricAnimations = CheckState::Present;
break;
}
}
return mHasPlayPendingGeometricAnimations == CheckState::Present;
}
void
PendingAnimationTracker::EnsurePaintIsScheduled()
{
if (!mDocument) {
return;
}
nsIPresShell* presShell = mDocument->GetShell();
if (!presShell) {
return;
}
nsIFrame* rootFrame = presShell->GetRootFrame();
if (!rootFrame) {
return;
}
rootFrame->SchedulePaintWithoutInvalidatingObservers();
}
} // namespace mozilla