summaryrefslogtreecommitdiffstats
path: root/gfx/layers/AnimationInfo.cpp
blob: 278271fa69c63a996deaffbb9156c0297bda7164 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#include "AnimationInfo.h"
#include "Layers.h"
#include "mozilla/LayerAnimationInfo.h"
#include "mozilla/layers/WebRenderLayerManager.h"
#include "mozilla/layers/AnimationHelper.h"
#include "mozilla/layers/CompositorThread.h"
#include "mozilla/dom/Animation.h"
#include "mozilla/dom/CSSTransition.h"
#include "mozilla/dom/KeyframeEffect.h"
#include "mozilla/EffectSet.h"
#include "mozilla/PresShell.h"
#include "mozilla/StaticPrefs_layout.h"
#include "nsIContent.h"
#include "nsLayoutUtils.h"
#include "nsStyleTransformMatrix.h"
#include "PuppetWidget.h"

namespace mozilla {
namespace layers {

using TransformReferenceBox = nsStyleTransformMatrix::TransformReferenceBox;

AnimationInfo::AnimationInfo() : mCompositorAnimationsId(0), mMutated(false) {}

AnimationInfo::~AnimationInfo() = default;

void AnimationInfo::EnsureAnimationsId() {
  if (!mCompositorAnimationsId) {
    mCompositorAnimationsId = AnimationHelper::GetNextCompositorAnimationsId();
  }
}

Animation* AnimationInfo::AddAnimation() {
  MOZ_ASSERT(!CompositorThreadHolder::IsInCompositorThread());
  // Here generates a new id when the first animation is added and
  // this id is used to represent the animations in this layer.
  EnsureAnimationsId();

  MOZ_ASSERT(!mPendingAnimations, "should have called ClearAnimations first");

  Animation* anim = mAnimations.AppendElement();

  mMutated = true;

  return anim;
}

Animation* AnimationInfo::AddAnimationForNextTransaction() {
  MOZ_ASSERT(!CompositorThreadHolder::IsInCompositorThread());
  MOZ_ASSERT(mPendingAnimations,
             "should have called ClearAnimationsForNextTransaction first");

  Animation* anim = mPendingAnimations->AppendElement();

  return anim;
}

void AnimationInfo::ClearAnimations() {
  mPendingAnimations = nullptr;

  if (mAnimations.IsEmpty() && mStorageData.IsEmpty()) {
    return;
  }

  mAnimations.Clear();
  mStorageData.Clear();

  mMutated = true;
}

void AnimationInfo::ClearAnimationsForNextTransaction() {
  // Ensure we have a non-null mPendingAnimations to mark a future clear.
  if (!mPendingAnimations) {
    mPendingAnimations = MakeUnique<AnimationArray>();
  }

  mPendingAnimations->Clear();
}

void AnimationInfo::SetCompositorAnimations(
    const LayersId& aLayersId,
    const CompositorAnimations& aCompositorAnimations) {
  mCompositorAnimationsId = aCompositorAnimations.id();

  mStorageData = AnimationHelper::ExtractAnimations(
      aLayersId, aCompositorAnimations.animations());
}

bool AnimationInfo::StartPendingAnimations(const TimeStamp& aReadyTime) {
  bool updated = false;
  for (size_t animIdx = 0, animEnd = mAnimations.Length(); animIdx < animEnd;
       animIdx++) {
    Animation& anim = mAnimations[animIdx];

    // If the animation is doing an async update of its playback rate, then we
    // want to match whatever its current time would be at *aReadyTime*.
    if (!std::isnan(anim.previousPlaybackRate()) && anim.startTime().isSome() &&
        !anim.originTime().IsNull() && !anim.isNotPlaying()) {
      TimeDuration readyTime = aReadyTime - anim.originTime();
      anim.holdTime() = dom::Animation::CurrentTimeFromTimelineTime(
          readyTime, anim.startTime().ref(), anim.previousPlaybackRate());
      // Make start time null so that we know to update it below.
      anim.startTime() = Nothing();
    }

    // If the animation is play-pending, resolve the start time.
    if (anim.startTime().isNothing() && !anim.originTime().IsNull() &&
        !anim.isNotPlaying()) {
      TimeDuration readyTime = aReadyTime - anim.originTime();
      anim.startTime() = Some(dom::Animation::StartTimeFromTimelineTime(
          readyTime, anim.holdTime(), anim.playbackRate()));
      updated = true;
    }
  }
  return updated;
}

void AnimationInfo::TransferMutatedFlagToLayer(Layer* aLayer) {
  if (mMutated) {
    aLayer->Mutated();
    mMutated = false;
  }
}

bool AnimationInfo::ApplyPendingUpdatesForThisTransaction() {
  if (mPendingAnimations) {
    mAnimations = std::move(*mPendingAnimations);
    mPendingAnimations = nullptr;
    return true;
  }

  return false;
}

bool AnimationInfo::HasTransformAnimation() const {
  const nsCSSPropertyIDSet& transformSet =
      LayerAnimationInfo::GetCSSPropertiesFor(DisplayItemType::TYPE_TRANSFORM);
  for (uint32_t i = 0; i < mAnimations.Length(); i++) {
    if (transformSet.HasProperty(mAnimations[i].property())) {
      return true;
    }
  }
  return false;
}

/* static */
Maybe<uint64_t> AnimationInfo::GetGenerationFromFrame(
    nsIFrame* aFrame, DisplayItemType aDisplayItemKey) {
  MOZ_ASSERT(aFrame->IsPrimaryFrame() ||
             nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame));

  layers::Layer* layer =
      FrameLayerBuilder::GetDedicatedLayer(aFrame, aDisplayItemKey);
  if (layer) {
    return layer->GetAnimationInfo().GetAnimationGeneration();
  }

  // In case of continuation, KeyframeEffectReadOnly uses its first frame,
  // whereas nsDisplayItem uses its last continuation, so we have to use the
  // last continuation frame here.
  if (nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame)) {
    aFrame = nsLayoutUtils::LastContinuationOrIBSplitSibling(aFrame);
  }
  RefPtr<WebRenderAnimationData> animationData =
      GetWebRenderUserData<WebRenderAnimationData>(aFrame,
                                                   (uint32_t)aDisplayItemKey);
  if (animationData) {
    return animationData->GetAnimationInfo().GetAnimationGeneration();
  }

  return Nothing();
}

/* static */
void AnimationInfo::EnumerateGenerationOnFrame(
    const nsIFrame* aFrame, const nsIContent* aContent,
    const CompositorAnimatableDisplayItemTypes& aDisplayItemTypes,
    AnimationGenerationCallback aCallback) {
  if (XRE_IsContentProcess()) {
    if (nsIWidget* widget = nsContentUtils::WidgetForContent(aContent)) {
      // In case of child processes, we might not have yet created the layer
      // manager.  That means there is no animation generation we have, thus
      // we call the callback function with |Nothing()| for the generation.
      //
      // Note that we need to use nsContentUtils::WidgetForContent() instead of
      // BrowserChild::GetFrom(aFrame->PresShell())->WebWidget() because in the
      // case of child popup content PuppetWidget::mBrowserChild is the same as
      // the parent's one, which means mBrowserChild->IsLayersConnected() check
      // in PuppetWidget::GetLayerManager queries the parent state, it results
      // the assertion in the function failure.
      if (widget->GetOwningBrowserChild() &&
          !static_cast<widget::PuppetWidget*>(widget)->HasLayerManager()) {
        for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
          aCallback(Nothing(), displayItem);
        }
        return;
      }
    }
  }

  RefPtr<LayerManager> layerManager =
      nsContentUtils::LayerManagerForContent(aContent);

  if (layerManager &&
      layerManager->GetBackendType() == layers::LayersBackend::LAYERS_WR) {
    // In case of continuation, nsDisplayItem uses its last continuation, so we
    // have to use the last continuation frame here.
    if (nsLayoutUtils::IsFirstContinuationOrIBSplitSibling(aFrame)) {
      aFrame = nsLayoutUtils::LastContinuationOrIBSplitSibling(aFrame);
    }

    for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
      // For transform animations, the animation is on the primary frame but
      // |aFrame| is the style frame.
      const nsIFrame* frameToQuery =
          displayItem == DisplayItemType::TYPE_TRANSFORM
              ? nsLayoutUtils::GetPrimaryFrameFromStyleFrame(aFrame)
              : aFrame;
      RefPtr<WebRenderAnimationData> animationData =
          GetWebRenderUserData<WebRenderAnimationData>(frameToQuery,
                                                       (uint32_t)displayItem);
      Maybe<uint64_t> generation;
      if (animationData) {
        generation = animationData->GetAnimationInfo().GetAnimationGeneration();
      }
      aCallback(generation, displayItem);
    }
    return;
  }

  FrameLayerBuilder::EnumerateGenerationForDedicatedLayers(aFrame, aCallback);
}

static StyleTransformOperation ResolveTranslate(
    TransformReferenceBox& aRefBox, const LengthPercentage& aX,
    const LengthPercentage& aY = LengthPercentage::Zero(),
    const Length& aZ = Length{0}) {
  float x = nsStyleTransformMatrix::ProcessTranslatePart(
      aX, &aRefBox, &TransformReferenceBox::Width);
  float y = nsStyleTransformMatrix::ProcessTranslatePart(
      aY, &aRefBox, &TransformReferenceBox::Height);
  return StyleTransformOperation::Translate3D(
      LengthPercentage::FromPixels(x), LengthPercentage::FromPixels(y), aZ);
}

static StyleTranslate ResolveTranslate(const StyleTranslate& aValue,
                                       TransformReferenceBox& aRefBox) {
  if (aValue.IsTranslate()) {
    const auto& t = aValue.AsTranslate();
    float x = nsStyleTransformMatrix::ProcessTranslatePart(
        t._0, &aRefBox, &TransformReferenceBox::Width);
    float y = nsStyleTransformMatrix::ProcessTranslatePart(
        t._1, &aRefBox, &TransformReferenceBox::Height);
    return StyleTranslate::Translate(LengthPercentage::FromPixels(x),
                                     LengthPercentage::FromPixels(y), t._2);
  }

  MOZ_ASSERT(aValue.IsNone());
  return StyleTranslate::None();
}

static StyleTransform ResolveTransformOperations(
    const StyleTransform& aTransform, TransformReferenceBox& aRefBox) {
  auto convertMatrix = [](const gfx::Matrix4x4& aM) {
    return StyleTransformOperation::Matrix3D(StyleGenericMatrix3D<StyleNumber>{
        aM._11, aM._12, aM._13, aM._14, aM._21, aM._22, aM._23, aM._24, aM._31,
        aM._32, aM._33, aM._34, aM._41, aM._42, aM._43, aM._44});
  };

  Vector<StyleTransformOperation> result;
  MOZ_RELEASE_ASSERT(
      result.initCapacity(aTransform.Operations().Length()),
      "Allocating vector of transform operations should be successful.");

  for (const StyleTransformOperation& op : aTransform.Operations()) {
    switch (op.tag) {
      case StyleTransformOperation::Tag::TranslateX:
        result.infallibleAppend(ResolveTranslate(aRefBox, op.AsTranslateX()));
        break;
      case StyleTransformOperation::Tag::TranslateY:
        result.infallibleAppend(ResolveTranslate(
            aRefBox, LengthPercentage::Zero(), op.AsTranslateY()));
        break;
      case StyleTransformOperation::Tag::TranslateZ:
        result.infallibleAppend(
            ResolveTranslate(aRefBox, LengthPercentage::Zero(),
                             LengthPercentage::Zero(), op.AsTranslateZ()));
        break;
      case StyleTransformOperation::Tag::Translate: {
        const auto& translate = op.AsTranslate();
        result.infallibleAppend(
            ResolveTranslate(aRefBox, translate._0, translate._1));
        break;
      }
      case StyleTransformOperation::Tag::Translate3D: {
        const auto& translate = op.AsTranslate3D();
        result.infallibleAppend(ResolveTranslate(aRefBox, translate._0,
                                                 translate._1, translate._2));
        break;
      }
      case StyleTransformOperation::Tag::InterpolateMatrix: {
        gfx::Matrix4x4 matrix;
        nsStyleTransformMatrix::ProcessInterpolateMatrix(matrix, op, aRefBox);
        result.infallibleAppend(convertMatrix(matrix));
        break;
      }
      case StyleTransformOperation::Tag::AccumulateMatrix: {
        gfx::Matrix4x4 matrix;
        nsStyleTransformMatrix::ProcessAccumulateMatrix(matrix, op, aRefBox);
        result.infallibleAppend(convertMatrix(matrix));
        break;
      }
      case StyleTransformOperation::Tag::RotateX:
      case StyleTransformOperation::Tag::RotateY:
      case StyleTransformOperation::Tag::RotateZ:
      case StyleTransformOperation::Tag::Rotate:
      case StyleTransformOperation::Tag::Rotate3D:
      case StyleTransformOperation::Tag::ScaleX:
      case StyleTransformOperation::Tag::ScaleY:
      case StyleTransformOperation::Tag::ScaleZ:
      case StyleTransformOperation::Tag::Scale:
      case StyleTransformOperation::Tag::Scale3D:
      case StyleTransformOperation::Tag::SkewX:
      case StyleTransformOperation::Tag::SkewY:
      case StyleTransformOperation::Tag::Skew:
      case StyleTransformOperation::Tag::Matrix:
      case StyleTransformOperation::Tag::Matrix3D:
      case StyleTransformOperation::Tag::Perspective:
        result.infallibleAppend(op);
        break;
      default:
        MOZ_ASSERT_UNREACHABLE("Function not handled yet!");
    }
  }

  auto transform = StyleTransform{
      StyleOwnedSlice<StyleTransformOperation>(std::move(result))};
  MOZ_ASSERT(!transform.HasPercent());
  MOZ_ASSERT(transform.Operations().Length() ==
             aTransform.Operations().Length());
  return transform;
}

static TimingFunction ToTimingFunction(
    const Maybe<ComputedTimingFunction>& aCTF) {
  if (aCTF.isNothing()) {
    return TimingFunction(null_t());
  }

  if (aCTF->HasSpline()) {
    const SMILKeySpline* spline = aCTF->GetFunction();
    return TimingFunction(CubicBezierFunction(
        static_cast<float>(spline->X1()), static_cast<float>(spline->Y1()),
        static_cast<float>(spline->X2()), static_cast<float>(spline->Y2())));
  }

  return TimingFunction(StepFunction(
      aCTF->GetSteps().mSteps, static_cast<uint8_t>(aCTF->GetSteps().mPos)));
}

// FIXME: Bug 1489392: We don't have to normalize the path here if we accept
// the spec issue which would like to normalize svg paths at computed time.
static StyleOffsetPath NormalizeOffsetPath(const StyleOffsetPath& aOffsetPath) {
  if (aOffsetPath.IsPath()) {
    return StyleOffsetPath::Path(
        MotionPathUtils::NormalizeSVGPathData(aOffsetPath.AsPath()));
  }
  return StyleOffsetPath(aOffsetPath);
}

static void SetAnimatable(nsCSSPropertyID aProperty,
                          const AnimationValue& aAnimationValue,
                          nsIFrame* aFrame, TransformReferenceBox& aRefBox,
                          layers::Animatable& aAnimatable) {
  MOZ_ASSERT(aFrame);

  if (aAnimationValue.IsNull()) {
    aAnimatable = null_t();
    return;
  }

  switch (aProperty) {
    case eCSSProperty_background_color: {
      // We don't support color animation on the compositor yet so that we can
      // resolve currentColor at this moment.
      nscolor foreground =
          aFrame->Style()->GetVisitedDependentColor(&nsStyleText::mColor);
      aAnimatable = aAnimationValue.GetColor(foreground);
      break;
    }
    case eCSSProperty_opacity:
      aAnimatable = aAnimationValue.GetOpacity();
      break;
    case eCSSProperty_rotate:
      aAnimatable = aAnimationValue.GetRotateProperty();
      break;
    case eCSSProperty_scale:
      aAnimatable = aAnimationValue.GetScaleProperty();
      break;
    case eCSSProperty_translate:
      aAnimatable =
          ResolveTranslate(aAnimationValue.GetTranslateProperty(), aRefBox);
      break;
    case eCSSProperty_transform:
      aAnimatable = ResolveTransformOperations(
          aAnimationValue.GetTransformProperty(), aRefBox);
      break;
    case eCSSProperty_offset_path:
      aAnimatable =
          NormalizeOffsetPath(aAnimationValue.GetOffsetPathProperty());
      break;
    case eCSSProperty_offset_distance:
      aAnimatable = aAnimationValue.GetOffsetDistanceProperty();
      break;
    case eCSSProperty_offset_rotate:
      aAnimatable = aAnimationValue.GetOffsetRotateProperty();
      break;
    case eCSSProperty_offset_anchor:
      aAnimatable = aAnimationValue.GetOffsetAnchorProperty();
      break;
    default:
      MOZ_ASSERT_UNREACHABLE("Unsupported property");
  }
}

void AnimationInfo::AddAnimationForProperty(
    nsIFrame* aFrame, const AnimationProperty& aProperty,
    dom::Animation* aAnimation, const Maybe<TransformData>& aTransformData,
    Send aSendFlag) {
  MOZ_ASSERT(aAnimation->GetEffect(),
             "Should not be adding an animation without an effect");
  MOZ_ASSERT(!aAnimation->GetCurrentOrPendingStartTime().IsNull() ||
                 !aAnimation->IsPlaying() ||
                 (aAnimation->GetTimeline() &&
                  aAnimation->GetTimeline()->TracksWallclockTime()),
             "If the animation has an unresolved start time it should either"
             " be static (so we don't need a start time) or else have a"
             " timeline capable of converting TimeStamps (so we can calculate"
             " one later");

  layers::Animation* animation = (aSendFlag == Send::NextTransaction)
                                     ? AddAnimationForNextTransaction()
                                     : AddAnimation();

  const TimingParams& timing = aAnimation->GetEffect()->SpecifiedTiming();

  // If we are starting a new transition that replaces an existing transition
  // running on the compositor, it is possible that the animation on the
  // compositor will have advanced ahead of the main thread. If we use as
  // the starting point of the new transition, the current value of the
  // replaced transition as calculated on the main thread using the refresh
  // driver time, the new transition will jump when it starts. Instead, we
  // re-calculate the starting point of the new transition by applying the
  // current TimeStamp to the parameters of the replaced transition.
  //
  // We need to do this here, rather than when we generate the new transition,
  // since after generating the new transition other requestAnimationFrame
  // callbacks may run that introduce further lag between the main thread and
  // the compositor.
  dom::CSSTransition* cssTransition = aAnimation->AsCSSTransition();
  if (cssTransition) {
    cssTransition->UpdateStartValueFromReplacedTransition();
  }

  animation->originTime() =
      !aAnimation->GetTimeline()
          ? TimeStamp()
          : aAnimation->GetTimeline()->ToTimeStamp(TimeDuration());

  dom::Nullable<TimeDuration> startTime =
      aAnimation->GetCurrentOrPendingStartTime();
  if (startTime.IsNull()) {
    animation->startTime() = Nothing();
  } else {
    animation->startTime() = Some(startTime.Value());
  }

  animation->holdTime() = aAnimation->GetCurrentTimeAsDuration().Value();

  const ComputedTiming computedTiming =
      aAnimation->GetEffect()->GetComputedTiming();
  animation->delay() = timing.Delay();
  animation->endDelay() = timing.EndDelay();
  animation->duration() = computedTiming.mDuration;
  animation->iterations() = static_cast<float>(computedTiming.mIterations);
  animation->iterationStart() =
      static_cast<float>(computedTiming.mIterationStart);
  animation->direction() = static_cast<uint8_t>(timing.Direction());
  animation->fillMode() = static_cast<uint8_t>(computedTiming.mFill);
  animation->property() = aProperty.mProperty;
  animation->playbackRate() =
      static_cast<float>(aAnimation->CurrentOrPendingPlaybackRate());
  animation->previousPlaybackRate() =
      aAnimation->HasPendingPlaybackRate()
          ? static_cast<float>(aAnimation->PlaybackRate())
          : std::numeric_limits<float>::quiet_NaN();
  animation->transformData() = aTransformData;
  animation->easingFunction() = ToTimingFunction(timing.TimingFunction());
  animation->iterationComposite() = static_cast<uint8_t>(
      aAnimation->GetEffect()->AsKeyframeEffect()->IterationComposite());
  animation->isNotPlaying() = !aAnimation->IsPlaying();
  animation->isNotAnimating() = false;

  TransformReferenceBox refBox(aFrame);

  // If the animation is additive or accumulates, we need to pass its base value
  // to the compositor.

  AnimationValue baseStyle =
      aAnimation->GetEffect()->AsKeyframeEffect()->BaseStyle(
          aProperty.mProperty);
  if (!baseStyle.IsNull()) {
    SetAnimatable(aProperty.mProperty, baseStyle, aFrame, refBox,
                  animation->baseStyle());
  } else {
    animation->baseStyle() = null_t();
  }

  for (uint32_t segIdx = 0; segIdx < aProperty.mSegments.Length(); segIdx++) {
    const AnimationPropertySegment& segment = aProperty.mSegments[segIdx];

    AnimationSegment* animSegment = animation->segments().AppendElement();
    SetAnimatable(aProperty.mProperty, segment.mFromValue, aFrame, refBox,
                  animSegment->startState());
    SetAnimatable(aProperty.mProperty, segment.mToValue, aFrame, refBox,
                  animSegment->endState());

    animSegment->startPortion() = segment.mFromKey;
    animSegment->endPortion() = segment.mToKey;
    animSegment->startComposite() =
        static_cast<uint8_t>(segment.mFromComposite);
    animSegment->endComposite() = static_cast<uint8_t>(segment.mToComposite);
    animSegment->sampleFn() = ToTimingFunction(segment.mTimingFunction);
  }
}

// Let's use an example to explain this function:
//
// We have 4 playing animations (without any !important rule or transition):
// Animation A: [ transform, rotate ].
// Animation B: [ rotate, scale ].
// Animation C: [ transform, margin-left ].
// Animation D: [ opacity, margin-left ].
//
// Normally, GetAnimationsForCompositor(|transform-like properties|) returns:
// [ Animation A, Animation B, Animation C ], which is the first argument of
// this function.
//
// In this function, we want to re-organize the list as (Note: don't care
// the order of properties):
// [
//   { rotate:    [ Animation A, Animation B ] },
//   { scale:     [ Animation B ] },
//   { transform: [ Animation A, Animation C ] },
// ]
//
// Therefore, AddAnimationsForProperty() will append each animation property
// into AnimationInfo,  as a final list of layers::Animation:
// [
//   { rotate: Animation A },
//   { rotate: Animation B },
//   { scale: Animation B },
//   { transform: Animation A },
//   { transform: Animation C },
// ]
//
// And then, for each transaction, we send this list to the compositor thread.
static HashMap<nsCSSPropertyID, nsTArray<RefPtr<dom::Animation>>>
GroupAnimationsByProperty(const nsTArray<RefPtr<dom::Animation>>& aAnimations,
                          const nsCSSPropertyIDSet& aPropertySet) {
  HashMap<nsCSSPropertyID, nsTArray<RefPtr<dom::Animation>>> groupedAnims;
  for (const RefPtr<dom::Animation>& anim : aAnimations) {
    const dom::KeyframeEffect* effect = anim->GetEffect()->AsKeyframeEffect();
    MOZ_ASSERT(effect);
    for (const AnimationProperty& property : effect->Properties()) {
      if (!aPropertySet.HasProperty(property.mProperty)) {
        continue;
      }

      auto animsForPropertyPtr = groupedAnims.lookupForAdd(property.mProperty);
      if (!animsForPropertyPtr) {
        DebugOnly<bool> rv =
            groupedAnims.add(animsForPropertyPtr, property.mProperty,
                             nsTArray<RefPtr<dom::Animation>>());
        MOZ_ASSERT(rv, "Should have enough memory");
      }
      animsForPropertyPtr->value().AppendElement(anim);
    }
  }
  return groupedAnims;
}

bool AnimationInfo::AddAnimationsForProperty(
    nsIFrame* aFrame, const EffectSet* aEffects,
    const nsTArray<RefPtr<dom::Animation>>& aCompositorAnimations,
    const Maybe<TransformData>& aTransformData, nsCSSPropertyID aProperty,
    Send aSendFlag, LayerManager* aLayerManager) {
  bool addedAny = false;
  // Add from first to last (since last overrides)
  for (dom::Animation* anim : aCompositorAnimations) {
    if (!anim->IsRelevant()) {
      continue;
    }

    dom::KeyframeEffect* keyframeEffect =
        anim->GetEffect() ? anim->GetEffect()->AsKeyframeEffect() : nullptr;
    MOZ_ASSERT(keyframeEffect,
               "A playing animation should have a keyframe effect");
    const AnimationProperty* property =
        keyframeEffect->GetEffectiveAnimationOfProperty(aProperty, *aEffects);
    if (!property) {
      continue;
    }

    // Note that if the property is overridden by !important rules,
    // GetEffectiveAnimationOfProperty returns null instead.
    // This is what we want, since if we have animations overridden by
    // !important rules, we don't want to send them to the compositor.
    MOZ_ASSERT(
        anim->CascadeLevel() != EffectCompositor::CascadeLevel::Animations ||
            !aEffects->PropertiesWithImportantRules().HasProperty(aProperty),
        "GetEffectiveAnimationOfProperty already tested the property "
        "is not overridden by !important rules");

    // Don't add animations that are pending if their timeline does not
    // track wallclock time. This is because any pending animations on layers
    // will have their start time updated with the current wallclock time.
    // If we can't convert that wallclock time back to an equivalent timeline
    // time, we won't be able to update the content animation and it will end
    // up being out of sync with the layer animation.
    //
    // Currently this only happens when the timeline is driven by a refresh
    // driver under test control. In this case, the next time the refresh
    // driver is advanced it will trigger any pending animations.
    if (anim->Pending() &&
        (anim->GetTimeline() && !anim->GetTimeline()->TracksWallclockTime())) {
      continue;
    }

    AddAnimationForProperty(aFrame, *property, anim, aTransformData, aSendFlag);
    keyframeEffect->SetIsRunningOnCompositor(aProperty, true);
    addedAny = true;
    if (aTransformData && aTransformData->partialPrerenderData() &&
        aLayerManager) {
      aLayerManager->AddPartialPrerenderedAnimation(GetCompositorAnimationsId(),
                                                    anim);
    }
  }
  return addedAny;
}

// Returns which pre-rendered area's sides are overflowed from the pre-rendered
// rect.
//
// We don't need to make jank animations when we are going to composite the
// area where there is no overflowed area even if it's outside of the
// pre-rendered area.
static SideBits GetOverflowedSides(const nsRect& aOverflow,
                                   const nsRect& aPartialPrerenderArea) {
  SideBits sides = SideBits::eNone;
  if (aOverflow.X() < aPartialPrerenderArea.X()) {
    sides |= SideBits::eLeft;
  }
  if (aOverflow.Y() < aPartialPrerenderArea.Y()) {
    sides |= SideBits::eTop;
  }
  if (aOverflow.XMost() > aPartialPrerenderArea.XMost()) {
    sides |= SideBits::eRight;
  }
  if (aOverflow.YMost() > aPartialPrerenderArea.YMost()) {
    sides |= SideBits::eBottom;
  }
  return sides;
}

static 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::GetCrossDocParentFrame(aFrame));
    origin = aFrame->GetOffsetToCrossDoc(referenceFrame);
  }

  Maybe<MotionPathData> motionPathData;
  if (aDataType == AnimationDataType::WithMotionPath) {
    const StyleTransformOrigin& styleOrigin =
        aFrame->StyleDisplay()->mTransformOrigin;
    CSSPoint motionPathOrigin = nsStyleTransformMatrix::Convert2DPosition(
        styleOrigin.horizontal, styleOrigin.vertical, refBox);
    CSSPoint anchorAdjustment =
        MotionPathUtils::ComputeAnchorPointAdjustment(*aFrame);

    motionPathData = Some(layers::MotionPathData(
        motionPathOrigin, anchorAdjustment, RayReferenceData(aFrame)));
  }

  Maybe<PartialPrerenderData> partialPrerenderData;
  if (aItem && static_cast<nsDisplayTransform*>(aItem)->IsPartialPrerender()) {
    partialPrerenderData = Some(GetPartialPrerenderData(aFrame, aItem));

    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() = null_t();
    animation->isNotAnimating() = true;
  };

  const nsStyleDisplay* display = aFrame->StyleDisplay();
  // A simple optimization. We don't need to send offset-* properties if we
  // don't have offset-path and offset-position.
  // FIXME: Bug 1559232: Add offset-position here.
  bool hasMotion =
      !display->mOffsetPath.IsNone() ||
      !aNonAnimatingProperties.HasProperty(eCSSProperty_offset_path);

  for (nsCSSPropertyID id : aNonAnimatingProperties) {
    switch (id) {
      case eCSSProperty_transform:
        if (!display->mTransform.IsNone()) {
          TransformReferenceBox refBox(aFrame);
          appendFakeAnimation(
              id, ResolveTransformOperations(display->mTransform, refBox));
        }
        break;
      case eCSSProperty_translate:
        if (!display->mTranslate.IsNone()) {
          TransformReferenceBox refBox(aFrame);
          appendFakeAnimation(id,
                              ResolveTranslate(display->mTranslate, refBox));
        }
        break;
      case eCSSProperty_rotate:
        if (!display->mRotate.IsNone()) {
          appendFakeAnimation(id, display->mRotate);
        }
        break;
      case eCSSProperty_scale:
        if (!display->mScale.IsNone()) {
          appendFakeAnimation(id, display->mScale);
        }
        break;
      case eCSSProperty_offset_path:
        if (!display->mOffsetPath.IsNone()) {
          appendFakeAnimation(id, NormalizeOffsetPath(display->mOffsetPath));
        }
        break;
      case eCSSProperty_offset_distance:
        if (hasMotion && !display->mOffsetDistance.IsDefinitelyZero()) {
          appendFakeAnimation(id, display->mOffsetDistance);
        }
        break;
      case eCSSProperty_offset_rotate:
        if (hasMotion && (!display->mOffsetRotate.auto_ ||
                          display->mOffsetRotate.angle.ToDegrees() != 0.0)) {
          appendFakeAnimation(id, display->mOffsetRotate);
        }
        break;
      case eCSSProperty_offset_anchor:
        if (hasMotion && !display->mOffsetAnchor.IsAuto()) {
          appendFakeAnimation(id, display->mOffsetAnchor);
        }
        break;
      default:
        MOZ_ASSERT_UNREACHABLE("Unsupported transform-like properties");
    }
  }
}

void AnimationInfo::AddAnimationsForDisplayItem(
    nsIFrame* aFrame, nsDisplayListBuilder* aBuilder, nsDisplayItem* aItem,
    DisplayItemType aType, LayerManager* aLayerManager,
    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::GetEffectSetForFrame(aFrame, aType);
  uint64_t animationGeneration =
      effects ? effects->GetAnimationGeneration() : 0;
  SetAnimationGeneration(animationGeneration);
  if (!effects || effects->IsEmpty()) {
    return;
  }

  EffectCompositor::ClearIsRunningOnCompositor(aFrame, aType);
  const nsCSSPropertyIDSet& propertySet =
      LayerAnimationInfo::GetCSSPropertiesFor(aType);
  const nsTArray<RefPtr<dom::Animation>> matchedAnimations =
      EffectCompositor::GetAnimationsForCompositor(aFrame, propertySet);
  if (matchedAnimations.IsEmpty()) {
    return;
  }

  // If the frame is not prerendered, bail out.
  // Do this check only during layer construction; during updating the
  // caller is required to check it appropriately.
  if (aItem && !aItem->CanUseAsyncAnimations(aBuilder)) {
    // EffectCompositor needs to know that we refused to run this animation
    // asynchronously so that it will not throttle the main thread
    // animation.
    aFrame->SetProperty(nsIFrame::RefusedAsyncAnimationProperty(), true);
    return;
  }

  const HashMap<nsCSSPropertyID, nsTArray<RefPtr<dom::Animation>>>
      compositorAnimations =
          GroupAnimationsByProperty(matchedAnimations, propertySet);
  Maybe<TransformData> transformData =
      CreateAnimationData(aFrame, aItem, aType, aLayerManager->GetBackendType(),
                          compositorAnimations.has(eCSSProperty_offset_path) ||
                                  !aFrame->StyleDisplay()->mOffsetPath.IsNone()
                              ? AnimationDataType::WithMotionPath
                              : AnimationDataType::WithoutMotionPath,
                          aPosition);
  // Bug 1424900: Drop this pref check after shipping individual transforms.
  // Bug 1582554: Drop this pref check after shipping motion path.
  const bool hasMultipleTransformLikeProperties =
      (StaticPrefs::layout_css_individual_transform_enabled() ||
       StaticPrefs::layout_css_motion_path_enabled()) &&
      aType == DisplayItemType::TYPE_TRANSFORM;
  nsCSSPropertyIDSet nonAnimatingProperties =
      nsCSSPropertyIDSet::TransformLikeProperties();
  for (auto iter = compositorAnimations.iter(); !iter.done(); iter.next()) {
    // Note: We can skip offset-* if there is no offset-path/offset-position
    // animations and styles. However, it should be fine and may be better to
    // send these information to the compositor because 1) they are simple data
    // structure, 2) AddAnimationsForProperty() marks these animations as
    // running on the composiror, so CanThrottle() returns true for them, and
    // we avoid running these animations on the main thread.
    bool added = AddAnimationsForProperty(aFrame, effects, iter.get().value(),
                                          transformData, iter.get().key(),
                                          sendFlag, aLayerManager);
    if (added && transformData) {
      // Only copy TransformLikeMetaData in the first animation property.
      transformData.reset();
    }

    if (hasMultipleTransformLikeProperties && added) {
      nonAnimatingProperties.RemoveProperty(iter.get().key());
    }
  }

  // If some transform-like properties have animations, but others not, and
  // those non-animating transform-like properties have non-none
  // transform/translate/rotate/scale styles or non-initial value for motion
  // path properties, we also pass their styles into the compositor, so the
  // final transform matrix (on the compositor) could take them into account.
  if (hasMultipleTransformLikeProperties &&
      // For these cases we don't need to send the property style values to
      // the compositor:
      // 1. No property has running animations on the compositor. (i.e. All
      //    properties should be handled by main thread)
      // 2. All properties have running animations on the compositor.
      //    (i.e. Those running animations should override the styles.)
      !nonAnimatingProperties.Equals(
          nsCSSPropertyIDSet::TransformLikeProperties()) &&
      !nonAnimatingProperties.IsEmpty()) {
    AddNonAnimatingTransformLikePropertiesStyles(nonAnimatingProperties, aFrame,
                                                 sendFlag);
  }
}

}  // namespace layers
}  // namespace mozilla