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47bd61fc35
The regressing bug made a crucial mistake which is setting the compositor animation ready time to the _current_ refresh driver time, even though the main thread will use the _next_ refresh driver time to do that. That means that the compositor and main thread can be desynchronized by one frame, which depending on the main thread workload can be a lot. Differential Revision: https://phabricator.services.mozilla.com/D199614
1002 lines
40 KiB
C++
1002 lines
40 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AnimationInfo.h"
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#include "mozilla/LayerAnimationInfo.h"
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#include "mozilla/layers/WebRenderLayerManager.h"
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#include "mozilla/layers/AnimationHelper.h"
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#include "mozilla/layers/CompositorThread.h"
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#include "mozilla/dom/Animation.h"
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#include "mozilla/dom/CSSTransition.h"
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#include "mozilla/dom/KeyframeEffect.h"
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#include "mozilla/EffectSet.h"
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#include "mozilla/MotionPathUtils.h"
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#include "mozilla/PresShell.h"
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#include "nsIContent.h"
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#include "nsLayoutUtils.h"
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#include "nsRefreshDriver.h"
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#include "nsStyleTransformMatrix.h"
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#include "PuppetWidget.h"
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namespace mozilla::layers {
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using TransformReferenceBox = nsStyleTransformMatrix::TransformReferenceBox;
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AnimationInfo::AnimationInfo() : mCompositorAnimationsId(0), mMutated(false) {}
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AnimationInfo::~AnimationInfo() = default;
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void AnimationInfo::EnsureAnimationsId() {
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if (!mCompositorAnimationsId) {
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mCompositorAnimationsId = AnimationHelper::GetNextCompositorAnimationsId();
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}
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}
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Animation* AnimationInfo::AddAnimation() {
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MOZ_ASSERT(!CompositorThreadHolder::IsInCompositorThread());
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// Here generates a new id when the first animation is added and
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// this id is used to represent the animations in this layer.
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EnsureAnimationsId();
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MOZ_ASSERT(!mPendingAnimations, "should have called ClearAnimations first");
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Animation* anim = mAnimations.AppendElement();
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mMutated = true;
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return anim;
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}
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Animation* AnimationInfo::AddAnimationForNextTransaction() {
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MOZ_ASSERT(!CompositorThreadHolder::IsInCompositorThread());
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MOZ_ASSERT(mPendingAnimations,
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"should have called ClearAnimationsForNextTransaction first");
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Animation* anim = mPendingAnimations->AppendElement();
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return anim;
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}
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void AnimationInfo::ClearAnimations() {
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mPendingAnimations = nullptr;
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if (mAnimations.IsEmpty() && mStorageData.IsEmpty()) {
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return;
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}
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mAnimations.Clear();
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mStorageData.Clear();
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mMutated = true;
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}
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void AnimationInfo::ClearAnimationsForNextTransaction() {
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// Ensure we have a non-null mPendingAnimations to mark a future clear.
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if (!mPendingAnimations) {
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mPendingAnimations = MakeUnique<AnimationArray>();
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}
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mPendingAnimations->Clear();
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}
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void AnimationInfo::MaybeStartPendingAnimation(Animation& aAnimation,
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const TimeStamp& aReadyTime) {
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// If the animation is doing an async update of its playback rate, then we
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// want to match whatever its current time would be at *aReadyTime*.
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if (!std::isnan(aAnimation.previousPlaybackRate()) &&
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aAnimation.startTime().isSome() && !aAnimation.originTime().IsNull() &&
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!aAnimation.isNotPlaying()) {
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TimeDuration readyTime = aReadyTime - aAnimation.originTime();
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aAnimation.holdTime() = dom::Animation::CurrentTimeFromTimelineTime(
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readyTime, aAnimation.startTime().ref(),
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aAnimation.previousPlaybackRate());
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// Make start time null so that we know to update it below.
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aAnimation.startTime() = Nothing();
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}
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// If the aAnimationation is play-pending, resolve the start time.
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if (aAnimation.startTime().isNothing() && !aAnimation.originTime().IsNull() &&
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!aAnimation.isNotPlaying()) {
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const TimeDuration readyTime = aReadyTime - aAnimation.originTime();
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aAnimation.startTime() = Some(dom::Animation::StartTimeFromTimelineTime(
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readyTime, aAnimation.holdTime(), aAnimation.playbackRate()));
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}
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}
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bool AnimationInfo::ApplyPendingUpdatesForThisTransaction() {
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if (mPendingAnimations) {
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mAnimations = std::move(*mPendingAnimations);
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mPendingAnimations = nullptr;
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return true;
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}
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return false;
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}
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bool AnimationInfo::HasTransformAnimation() const {
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const nsCSSPropertyIDSet& transformSet =
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LayerAnimationInfo::GetCSSPropertiesFor(DisplayItemType::TYPE_TRANSFORM);
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for (const auto& animation : mAnimations) {
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if (transformSet.HasProperty(animation.property())) {
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return true;
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}
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}
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return false;
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}
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/* static */
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Maybe<uint64_t> AnimationInfo::GetGenerationFromFrame(
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nsIFrame* aFrame, DisplayItemType aDisplayItemKey) {
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MOZ_ASSERT(aFrame->IsPrimaryFrame() ||
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nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame));
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// In case of continuation, KeyframeEffectReadOnly uses its first frame,
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// whereas nsDisplayItem uses its last continuation, so we have to use the
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// last continuation frame here.
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if (nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame)) {
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aFrame = nsLayoutUtils::LastContinuationOrIBSplitSibling(aFrame);
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}
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RefPtr<WebRenderAnimationData> animationData =
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GetWebRenderUserData<WebRenderAnimationData>(aFrame,
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(uint32_t)aDisplayItemKey);
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if (animationData) {
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return animationData->GetAnimationInfo().GetAnimationGeneration();
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}
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return Nothing();
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}
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/* static */
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void AnimationInfo::EnumerateGenerationOnFrame(
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const nsIFrame* aFrame, const nsIContent* aContent,
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const CompositorAnimatableDisplayItemTypes& aDisplayItemTypes,
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AnimationGenerationCallback aCallback) {
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nsIWidget* widget = nsContentUtils::WidgetForContent(aContent);
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if (!widget) {
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return;
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}
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// If we haven't created a window renderer there's no animation generation
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// that we can have, thus we call the callback function with |Nothing()| for
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// the generation.
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if (!widget->HasWindowRenderer()) {
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for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
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aCallback(Nothing(), displayItem);
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}
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return;
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}
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WindowRenderer* renderer = widget->GetWindowRenderer();
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MOZ_ASSERT(renderer);
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if (!renderer->AsWebRender()) {
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return;
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}
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// In case of continuation, nsDisplayItem uses its last continuation, so we
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// have to use the last continuation frame here.
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if (nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame)) {
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aFrame = nsLayoutUtils::LastContinuationOrIBSplitSibling(aFrame);
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}
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for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
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// For transform animations, the animation is on the primary frame but
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// |aFrame| is the style frame.
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const nsIFrame* frameToQuery =
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displayItem == DisplayItemType::TYPE_TRANSFORM
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? nsLayoutUtils::GetPrimaryFrameFromStyleFrame(aFrame)
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: aFrame;
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RefPtr<WebRenderAnimationData> animationData =
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GetWebRenderUserData<WebRenderAnimationData>(frameToQuery,
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(uint32_t)displayItem);
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Maybe<uint64_t> generation;
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if (animationData) {
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generation = animationData->GetAnimationInfo().GetAnimationGeneration();
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}
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aCallback(generation, displayItem);
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}
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}
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static StyleTransformOperation ResolveTranslate(
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TransformReferenceBox& aRefBox, const LengthPercentage& aX,
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const LengthPercentage& aY = LengthPercentage::Zero(),
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const Length& aZ = Length{0}) {
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float x = nsStyleTransformMatrix::ProcessTranslatePart(
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aX, &aRefBox, &TransformReferenceBox::Width);
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float y = nsStyleTransformMatrix::ProcessTranslatePart(
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aY, &aRefBox, &TransformReferenceBox::Height);
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return StyleTransformOperation::Translate3D(
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LengthPercentage::FromPixels(x), LengthPercentage::FromPixels(y), aZ);
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}
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static StyleTranslate ResolveTranslate(const StyleTranslate& aValue,
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TransformReferenceBox& aRefBox) {
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if (aValue.IsTranslate()) {
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const auto& t = aValue.AsTranslate();
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float x = nsStyleTransformMatrix::ProcessTranslatePart(
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t._0, &aRefBox, &TransformReferenceBox::Width);
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float y = nsStyleTransformMatrix::ProcessTranslatePart(
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t._1, &aRefBox, &TransformReferenceBox::Height);
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return StyleTranslate::Translate(LengthPercentage::FromPixels(x),
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LengthPercentage::FromPixels(y), t._2);
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}
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MOZ_ASSERT(aValue.IsNone());
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return StyleTranslate::None();
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}
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static StyleTransform ResolveTransformOperations(
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const StyleTransform& aTransform, TransformReferenceBox& aRefBox) {
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auto convertMatrix = [](const gfx::Matrix4x4& aM) {
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return StyleTransformOperation::Matrix3D(StyleGenericMatrix3D<StyleNumber>{
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aM._11, aM._12, aM._13, aM._14, aM._21, aM._22, aM._23, aM._24, aM._31,
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aM._32, aM._33, aM._34, aM._41, aM._42, aM._43, aM._44});
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};
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Vector<StyleTransformOperation> result;
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MOZ_RELEASE_ASSERT(
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result.initCapacity(aTransform.Operations().Length()),
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"Allocating vector of transform operations should be successful.");
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for (const StyleTransformOperation& op : aTransform.Operations()) {
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switch (op.tag) {
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case StyleTransformOperation::Tag::TranslateX:
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result.infallibleAppend(ResolveTranslate(aRefBox, op.AsTranslateX()));
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break;
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case StyleTransformOperation::Tag::TranslateY:
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result.infallibleAppend(ResolveTranslate(
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aRefBox, LengthPercentage::Zero(), op.AsTranslateY()));
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break;
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case StyleTransformOperation::Tag::TranslateZ:
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result.infallibleAppend(
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ResolveTranslate(aRefBox, LengthPercentage::Zero(),
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LengthPercentage::Zero(), op.AsTranslateZ()));
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break;
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case StyleTransformOperation::Tag::Translate: {
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const auto& translate = op.AsTranslate();
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result.infallibleAppend(
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ResolveTranslate(aRefBox, translate._0, translate._1));
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break;
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}
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case StyleTransformOperation::Tag::Translate3D: {
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const auto& translate = op.AsTranslate3D();
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result.infallibleAppend(ResolveTranslate(aRefBox, translate._0,
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translate._1, translate._2));
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break;
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}
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case StyleTransformOperation::Tag::InterpolateMatrix: {
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gfx::Matrix4x4 matrix;
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nsStyleTransformMatrix::ProcessInterpolateMatrix(matrix, op, aRefBox);
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result.infallibleAppend(convertMatrix(matrix));
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break;
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}
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case StyleTransformOperation::Tag::AccumulateMatrix: {
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gfx::Matrix4x4 matrix;
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nsStyleTransformMatrix::ProcessAccumulateMatrix(matrix, op, aRefBox);
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result.infallibleAppend(convertMatrix(matrix));
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break;
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}
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case StyleTransformOperation::Tag::RotateX:
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case StyleTransformOperation::Tag::RotateY:
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case StyleTransformOperation::Tag::RotateZ:
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case StyleTransformOperation::Tag::Rotate:
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case StyleTransformOperation::Tag::Rotate3D:
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case StyleTransformOperation::Tag::ScaleX:
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case StyleTransformOperation::Tag::ScaleY:
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case StyleTransformOperation::Tag::ScaleZ:
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case StyleTransformOperation::Tag::Scale:
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case StyleTransformOperation::Tag::Scale3D:
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case StyleTransformOperation::Tag::SkewX:
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case StyleTransformOperation::Tag::SkewY:
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case StyleTransformOperation::Tag::Skew:
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case StyleTransformOperation::Tag::Matrix:
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case StyleTransformOperation::Tag::Matrix3D:
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case StyleTransformOperation::Tag::Perspective:
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result.infallibleAppend(op);
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break;
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default:
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MOZ_ASSERT_UNREACHABLE("Function not handled yet!");
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}
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}
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auto transform = StyleTransform{
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StyleOwnedSlice<StyleTransformOperation>(std::move(result))};
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MOZ_ASSERT(!transform.HasPercent());
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MOZ_ASSERT(transform.Operations().Length() ==
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aTransform.Operations().Length());
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return transform;
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}
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static Maybe<ScrollTimelineOptions> GetScrollTimelineOptions(
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dom::AnimationTimeline* aTimeline) {
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if (!aTimeline || !aTimeline->IsScrollTimeline()) {
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return Nothing();
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}
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const dom::ScrollTimeline* timeline = aTimeline->AsScrollTimeline();
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MOZ_ASSERT(timeline->IsActive(),
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"We send scroll animation to the compositor only if its timeline "
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"is active");
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ScrollableLayerGuid::ViewID source = ScrollableLayerGuid::NULL_SCROLL_ID;
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DebugOnly<bool> success =
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nsLayoutUtils::FindIDFor(timeline->SourceElement(), &source);
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MOZ_ASSERT(success, "We should have a valid ViewID for the scroller");
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return Some(ScrollTimelineOptions(source, timeline->Axis()));
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}
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static void SetAnimatable(nsCSSPropertyID aProperty,
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const AnimationValue& aAnimationValue,
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nsIFrame* aFrame, TransformReferenceBox& aRefBox,
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layers::Animatable& aAnimatable) {
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MOZ_ASSERT(aFrame);
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if (aAnimationValue.IsNull()) {
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aAnimatable = null_t();
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return;
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}
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switch (aProperty) {
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case eCSSProperty_background_color: {
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// We don't support color animation on the compositor yet so that we can
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// resolve currentColor at this moment.
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nscolor foreground =
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aFrame->Style()->GetVisitedDependentColor(&nsStyleText::mColor);
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aAnimatable = aAnimationValue.GetColor(foreground);
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break;
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}
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case eCSSProperty_opacity:
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aAnimatable = aAnimationValue.GetOpacity();
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break;
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case eCSSProperty_rotate:
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aAnimatable = aAnimationValue.GetRotateProperty();
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break;
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case eCSSProperty_scale:
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aAnimatable = aAnimationValue.GetScaleProperty();
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break;
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case eCSSProperty_translate:
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aAnimatable =
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ResolveTranslate(aAnimationValue.GetTranslateProperty(), aRefBox);
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break;
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case eCSSProperty_transform:
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aAnimatable = ResolveTransformOperations(
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aAnimationValue.GetTransformProperty(), aRefBox);
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break;
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case eCSSProperty_offset_path:
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aAnimatable = StyleOffsetPath::None();
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aAnimationValue.GetOffsetPathProperty(aAnimatable.get_StyleOffsetPath());
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break;
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case eCSSProperty_offset_distance:
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aAnimatable = aAnimationValue.GetOffsetDistanceProperty();
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break;
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case eCSSProperty_offset_rotate:
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aAnimatable = aAnimationValue.GetOffsetRotateProperty();
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break;
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case eCSSProperty_offset_anchor:
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aAnimatable = aAnimationValue.GetOffsetAnchorProperty();
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break;
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case eCSSProperty_offset_position:
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aAnimatable = aAnimationValue.GetOffsetPositionProperty();
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break;
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default:
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MOZ_ASSERT_UNREACHABLE("Unsupported property");
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}
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}
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void AnimationInfo::AddAnimationForProperty(
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nsIFrame* aFrame, const AnimationProperty& aProperty,
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dom::Animation* aAnimation, const Maybe<TransformData>& aTransformData,
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Send aSendFlag) {
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MOZ_ASSERT(aAnimation->GetEffect(),
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"Should not be adding an animation without an effect");
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MOZ_ASSERT(!aAnimation->GetStartTime().IsNull() || !aAnimation->IsPlaying() ||
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(aAnimation->GetTimeline() &&
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aAnimation->GetTimeline()->TracksWallclockTime()),
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"If the animation has an unresolved start time it should either"
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" be static (so we don't need a start time) or else have a"
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" timeline capable of converting TimeStamps (so we can calculate"
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" one later");
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Animation* animation = (aSendFlag == Send::NextTransaction)
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? AddAnimationForNextTransaction()
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: AddAnimation();
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const TimingParams& timing = aAnimation->GetEffect()->NormalizedTiming();
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// If we are starting a new transition that replaces an existing transition
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// running on the compositor, it is possible that the animation on the
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// compositor will have advanced ahead of the main thread. If we use as
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// the starting point of the new transition, the current value of the
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// replaced transition as calculated on the main thread using the refresh
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// driver time, the new transition will jump when it starts. Instead, we
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// re-calculate the starting point of the new transition by applying the
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// current TimeStamp to the parameters of the replaced transition.
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//
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// We need to do this here, rather than when we generate the new transition,
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// since after generating the new transition other requestAnimationFrame
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// callbacks may run that introduce further lag between the main thread and
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// the compositor.
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if (dom::CSSTransition* cssTransition = aAnimation->AsCSSTransition()) {
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cssTransition->UpdateStartValueFromReplacedTransition();
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}
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animation->originTime() =
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!aAnimation->GetTimeline()
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? TimeStamp()
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: aAnimation->GetTimeline()->ToTimeStamp(TimeDuration());
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dom::Nullable<TimeDuration> startTime = aAnimation->GetStartTime();
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if (startTime.IsNull()) {
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animation->startTime() = Nothing();
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} else {
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animation->startTime() = Some(startTime.Value());
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}
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animation->holdTime() = aAnimation->GetCurrentTimeAsDuration().Value();
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const ComputedTiming computedTiming =
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aAnimation->GetEffect()->GetComputedTiming();
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animation->delay() = timing.Delay();
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animation->endDelay() = timing.EndDelay();
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animation->duration() = computedTiming.mDuration;
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animation->iterations() = static_cast<float>(computedTiming.mIterations);
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animation->iterationStart() =
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static_cast<float>(computedTiming.mIterationStart);
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animation->direction() = static_cast<uint8_t>(timing.Direction());
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animation->fillMode() = static_cast<uint8_t>(computedTiming.mFill);
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MOZ_ASSERT(!aProperty.mProperty.IsCustom(),
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"We don't animate custom properties in the compositor");
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animation->property() = aProperty.mProperty.mID;
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animation->playbackRate() =
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static_cast<float>(aAnimation->CurrentOrPendingPlaybackRate());
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animation->previousPlaybackRate() =
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aAnimation->HasPendingPlaybackRate()
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? static_cast<float>(aAnimation->PlaybackRate())
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: std::numeric_limits<float>::quiet_NaN();
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animation->transformData() = aTransformData;
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animation->easingFunction() = timing.TimingFunction();
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animation->iterationComposite() = static_cast<uint8_t>(
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aAnimation->GetEffect()->AsKeyframeEffect()->IterationComposite());
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animation->isNotPlaying() = !aAnimation->IsPlaying();
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animation->isNotAnimating() = false;
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animation->scrollTimelineOptions() =
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GetScrollTimelineOptions(aAnimation->GetTimeline());
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TransformReferenceBox refBox(aFrame);
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// If the animation is additive or accumulates, we need to pass its base value
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// to the compositor.
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AnimationValue baseStyle =
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aAnimation->GetEffect()->AsKeyframeEffect()->BaseStyle(
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aProperty.mProperty);
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if (!baseStyle.IsNull()) {
|
|
SetAnimatable(aProperty.mProperty.mID, baseStyle, aFrame, refBox,
|
|
animation->baseStyle());
|
|
} else {
|
|
animation->baseStyle() = null_t();
|
|
}
|
|
|
|
for (const AnimationPropertySegment& segment : aProperty.mSegments) {
|
|
AnimationSegment* animSegment = animation->segments().AppendElement();
|
|
SetAnimatable(aProperty.mProperty.mID, segment.mFromValue, aFrame, refBox,
|
|
animSegment->startState());
|
|
SetAnimatable(aProperty.mProperty.mID, 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() = segment.mTimingFunction;
|
|
}
|
|
|
|
if (aAnimation->Pending()) {
|
|
const TimeStamp readyTime =
|
|
aFrame->PresContext()->RefreshDriver()->MostRecentRefresh(
|
|
/* aEnsureTimerStarted= */ false);
|
|
MOZ_ASSERT(!readyTime.IsNull());
|
|
aAnimation->SetPendingReadyTime(readyTime);
|
|
MaybeStartPendingAnimation(*animation, readyTime);
|
|
}
|
|
}
|
|
|
|
// 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()) {
|
|
// TODO(zrhoffman, bug 1869475): Handle custom properties
|
|
if (!aPropertySet.HasProperty(property.mProperty)) {
|
|
continue;
|
|
}
|
|
|
|
auto animsForPropertyPtr =
|
|
groupedAnims.lookupForAdd(property.mProperty.mID);
|
|
if (!animsForPropertyPtr) {
|
|
DebugOnly<bool> rv =
|
|
groupedAnims.add(animsForPropertyPtr, property.mProperty.mID,
|
|
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, WebRenderLayerManager* aLayerManager) {
|
|
bool addedAny = false;
|
|
// Add from first to last (since last overrides)
|
|
for (dom::Animation* anim : aCompositorAnimations) {
|
|
if (!anim->IsRelevant()) {
|
|
continue;
|
|
}
|
|
|
|
MOZ_ASSERT(anim->GetEffect() && anim->GetEffect()->AsKeyframeEffect(),
|
|
"A playing animation should have a keyframe effect");
|
|
dom::KeyframeEffect* keyframeEffect = anim->GetEffect()->AsKeyframeEffect();
|
|
const AnimationProperty* property =
|
|
keyframeEffect->GetEffectiveAnimationOfProperty(
|
|
AnimatedPropertyID(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 std::pair<ParentLayerRect, gfx::Matrix4x4>
|
|
GetClipRectAndTransformForPartialPrerender(
|
|
const nsIFrame* aFrame, int32_t aDevPixelsToAppUnits,
|
|
const nsIFrame* aClipFrame, const nsIScrollableFrame* aScrollFrame) {
|
|
MOZ_ASSERT(aClipFrame);
|
|
|
|
gfx::Matrix4x4 transformInClip =
|
|
nsLayoutUtils::GetTransformToAncestor(RelativeTo{aFrame->GetParent()},
|
|
RelativeTo{aClipFrame})
|
|
.GetMatrix();
|
|
if (aScrollFrame) {
|
|
transformInClip.PostTranslate(
|
|
LayoutDevicePoint::FromAppUnits(aScrollFrame->GetScrollPosition(),
|
|
aDevPixelsToAppUnits)
|
|
.ToUnknownPoint());
|
|
}
|
|
|
|
// We don't necessarily use nsLayoutUtils::CalculateCompositionSizeForFrame
|
|
// since this is a case where we don't use APZ at all.
|
|
return std::make_pair(
|
|
LayoutDeviceRect::FromAppUnits(aScrollFrame
|
|
? aScrollFrame->GetScrollPortRect()
|
|
: aClipFrame->GetRectRelativeToSelf(),
|
|
aDevPixelsToAppUnits) *
|
|
LayoutDeviceToLayerScale2D() * LayerToParentLayerScale(),
|
|
transformInClip);
|
|
}
|
|
|
|
static PartialPrerenderData GetPartialPrerenderData(
|
|
const nsIFrame* aFrame, const nsDisplayItem* aItem) {
|
|
const nsRect& partialPrerenderedRect = aItem->GetUntransformedPaintRect();
|
|
nsRect overflow = aFrame->InkOverflowRectRelativeToSelf();
|
|
|
|
ScrollableLayerGuid::ViewID scrollId = ScrollableLayerGuid::NULL_SCROLL_ID;
|
|
|
|
const nsIFrame* clipFrame =
|
|
nsLayoutUtils::GetNearestOverflowClipFrame(aFrame->GetParent());
|
|
const nsIScrollableFrame* scrollFrame = do_QueryFrame(clipFrame);
|
|
|
|
if (!clipFrame) {
|
|
// If there is no suitable clip frame in the same document, use the
|
|
// root one.
|
|
scrollFrame = aFrame->PresShell()->GetRootScrollFrameAsScrollable();
|
|
if (scrollFrame) {
|
|
clipFrame = do_QueryFrame(scrollFrame);
|
|
} else {
|
|
// If there is no root scroll frame, use the viewport frame.
|
|
clipFrame = aFrame->PresShell()->GetRootFrame();
|
|
}
|
|
}
|
|
|
|
// If the scroll frame is asyncronously scrollable, try to find the scroll id.
|
|
if (scrollFrame &&
|
|
!scrollFrame->GetScrollStyles().IsHiddenInBothDirections() &&
|
|
nsLayoutUtils::AsyncPanZoomEnabled(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();
|
|
MOZ_ASSERT(clipFrame == asrScrollableFrame);
|
|
} 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());
|
|
MOZ_ASSERT(clipFrame == aFrame->PresShell()->GetRootScrollFrame());
|
|
}
|
|
}
|
|
|
|
int32_t devPixelsToAppUnits = aFrame->PresContext()->AppUnitsPerDevPixel();
|
|
|
|
auto [clipRect, transformInClip] = GetClipRectAndTransformForPartialPrerender(
|
|
aFrame, devPixelsToAppUnits, clipFrame, scrollFrame);
|
|
|
|
return PartialPrerenderData{
|
|
LayoutDeviceRect::FromAppUnits(partialPrerenderedRect,
|
|
devPixelsToAppUnits),
|
|
GetOverflowedSides(overflow, partialPrerenderedRect),
|
|
scrollId,
|
|
clipRect,
|
|
transformInClip,
|
|
LayoutDevicePoint()}; // will be set by caller.
|
|
}
|
|
|
|
enum class AnimationDataType {
|
|
WithMotionPath,
|
|
WithoutMotionPath,
|
|
};
|
|
static Maybe<TransformData> CreateAnimationData(
|
|
nsIFrame* aFrame, nsDisplayItem* aItem, DisplayItemType aType,
|
|
layers::LayersBackend aLayersBackend, AnimationDataType aDataType,
|
|
const Maybe<LayoutDevicePoint>& aPosition) {
|
|
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;
|
|
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::GetCrossDocParentFrameInProcess(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);
|
|
// Note: If there is no containing block or coord-box is empty, we still
|
|
// pass it to the compositor. Just render them as no path on the compositor
|
|
// thread.
|
|
nsRect coordBox;
|
|
const nsIFrame* containingBlockFrame =
|
|
MotionPathUtils::GetOffsetPathReferenceBox(aFrame, coordBox);
|
|
nsTArray<nscoord> radii;
|
|
if (containingBlockFrame) {
|
|
radii = MotionPathUtils::ComputeBorderRadii(
|
|
containingBlockFrame->StyleBorder()->mBorderRadius, coordBox);
|
|
}
|
|
motionPathData.emplace(
|
|
std::move(motionPathOrigin), std::move(anchorAdjustment),
|
|
std::move(coordBox),
|
|
containingBlockFrame ? aFrame->GetOffsetTo(containingBlockFrame)
|
|
: aFrame->GetPosition(),
|
|
MotionPathUtils::GetRayContainReferenceSize(aFrame), std::move(radii));
|
|
}
|
|
|
|
Maybe<PartialPrerenderData> partialPrerenderData;
|
|
if (aItem && static_cast<nsDisplayTransform*>(aItem)->IsPartialPrerender()) {
|
|
partialPrerenderData = Some(GetPartialPrerenderData(aFrame, aItem));
|
|
|
|
if (aLayersBackend == layers::LayersBackend::LAYERS_WR) {
|
|
MOZ_ASSERT(aPosition);
|
|
partialPrerenderData->position() = *aPosition;
|
|
}
|
|
}
|
|
|
|
return Some(TransformData(origin, offsetToTransformOrigin, bounds,
|
|
devPixelsToAppUnits, 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() = Nothing();
|
|
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.
|
|
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, 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;
|
|
case eCSSProperty_offset_position:
|
|
if (hasMotion && !display->mOffsetPosition.IsAuto()) {
|
|
appendFakeAnimation(id, display->mOffsetPosition);
|
|
}
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unsupported transform-like properties");
|
|
}
|
|
}
|
|
}
|
|
|
|
void AnimationInfo::AddAnimationsForDisplayItem(
|
|
nsIFrame* aFrame, nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem,
|
|
DisplayItemType aType, WebRenderLayerManager* aLayerManager,
|
|
const Maybe<LayoutDevicePoint>& aPosition) {
|
|
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::GetForFrame(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,
|
|
aPosition);
|
|
const bool hasMultipleTransformLikeProperties =
|
|
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 mozilla::layers
|