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diff --git a/gfx/layers/AnimationHelper.cpp b/gfx/layers/AnimationHelper.cpp
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+/* -*- 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 "AnimationHelper.h"
+#include "base/process_util.h"
+#include "gfx2DGlue.h" // for ThebesRect
+#include "gfxLineSegment.h" // for gfxLineSegment
+#include "gfxPoint.h" // for gfxPoint
+#include "gfxQuad.h" // for gfxQuad
+#include "gfxRect.h" // for gfxRect
+#include "gfxUtils.h" // for gfxUtils::TransformToQuad
+#include "mozilla/ServoStyleConsts.h" // for StyleComputedTimingFunction
+#include "mozilla/dom/AnimationEffectBinding.h" // for dom::FillMode
+#include "mozilla/dom/KeyframeEffectBinding.h" // for dom::IterationComposite
+#include "mozilla/dom/KeyframeEffect.h" // for dom::KeyFrameEffectReadOnly
+#include "mozilla/dom/Nullable.h" // for dom::Nullable
+#include "mozilla/layers/APZSampler.h" // for APZSampler
+#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
+#include "mozilla/LayerAnimationInfo.h" // for GetCSSPropertiesFor()
+#include "mozilla/MotionPathUtils.h" // for ResolveMotionPath()
+#include "mozilla/ServoBindings.h" // for Servo_ComposeAnimationSegment, etc
+#include "mozilla/StyleAnimationValue.h" // for StyleAnimationValue, etc
+#include "nsDeviceContext.h" // for AppUnitsPerCSSPixel
+#include "nsDisplayList.h" // for nsDisplayTransform, etc
+
+namespace mozilla {
+namespace layers {
+
+static dom::Nullable<TimeDuration> CalculateElapsedTimeForScrollTimeline(
+ const Maybe<APZSampler::ScrollOffsetAndRange> aScrollMeta,
+ const ScrollTimelineOptions& aOptions, const StickyTimeDuration& aEndTime,
+ const TimeDuration& aStartTime, float aPlaybackRate) {
+ // We return Nothing If the associated APZ controller is not available
+ // (because it may be destroyed but this animation is still alive).
+ if (!aScrollMeta) {
+ // This may happen after we reload a page. There may be a race condition
+ // because the animation is still alive but the APZ is destroyed. In this
+ // case, this animation is invalid, so we return nullptr.
+ return nullptr;
+ }
+
+ const bool isHorizontal =
+ aOptions.axis() == layers::ScrollDirection::eHorizontal;
+ double range =
+ isHorizontal ? aScrollMeta->mRange.width : aScrollMeta->mRange.height;
+ MOZ_ASSERT(
+ range > 0,
+ "We don't expect to get a zero or negative range on the compositor");
+
+ // The offset may be negative if the writing mode is from right to left.
+ // Use std::abs() here to avoid getting a negative progress.
+ double position =
+ std::abs(isHorizontal ? aScrollMeta->mOffset.x : aScrollMeta->mOffset.y);
+ double progress = position / range;
+ // Just in case to avoid getting a progress more than 100%, for overscrolling.
+ progress = std::min(progress, 1.0);
+ auto timelineTime = TimeDuration(aEndTime.MultDouble(progress));
+ return dom::Animation::CurrentTimeFromTimelineTime(timelineTime, aStartTime,
+ aPlaybackRate);
+}
+
+static dom::Nullable<TimeDuration> CalculateElapsedTime(
+ const APZSampler* aAPZSampler, const LayersId& aLayersId,
+ const MutexAutoLock& aProofOfMapLock, const PropertyAnimation& aAnimation,
+ const TimeStamp aPreviousFrameTime, const TimeStamp aCurrentFrameTime,
+ const AnimatedValue* aPreviousValue) {
+ // -------------------------------------
+ // Case 1: scroll-timeline animations.
+ // -------------------------------------
+ if (aAnimation.mScrollTimelineOptions) {
+ MOZ_ASSERT(
+ aAPZSampler,
+ "We don't send scroll animations to the compositor if APZ is disabled");
+
+ return CalculateElapsedTimeForScrollTimeline(
+ aAPZSampler->GetCurrentScrollOffsetAndRange(
+ aLayersId, aAnimation.mScrollTimelineOptions.value().source(),
+ aProofOfMapLock),
+ aAnimation.mScrollTimelineOptions.value(), aAnimation.mTiming.EndTime(),
+ aAnimation.mStartTime.refOr(aAnimation.mHoldTime),
+ aAnimation.mPlaybackRate);
+ }
+
+ // -------------------------------------
+ // Case 2: document-timeline animations.
+ // -------------------------------------
+ MOZ_ASSERT(
+ (!aAnimation.mOriginTime.IsNull() && aAnimation.mStartTime.isSome()) ||
+ aAnimation.mIsNotPlaying,
+ "If we are playing, we should have an origin time and a start time");
+
+ // Determine if the animation was play-pending and used a ready time later
+ // than the previous frame time.
+ //
+ // To determine this, _all_ of the following conditions need to hold:
+ //
+ // * There was no previous animation value (i.e. this is the first frame for
+ // the animation since it was sent to the compositor), and
+ // * The animation is playing, and
+ // * There is a previous frame time, and
+ // * The ready time of the animation is ahead of the previous frame time.
+ //
+ bool hasFutureReadyTime = false;
+ if (!aPreviousValue && !aAnimation.mIsNotPlaying &&
+ !aPreviousFrameTime.IsNull()) {
+ // This is the inverse of the calculation performed in
+ // AnimationInfo::StartPendingAnimations to calculate the start time of
+ // play-pending animations.
+ // Note that we have to calculate (TimeStamp + TimeDuration) last to avoid
+ // underflow in the middle of the calulation.
+ const TimeStamp readyTime =
+ aAnimation.mOriginTime +
+ (aAnimation.mStartTime.ref() +
+ aAnimation.mHoldTime.MultDouble(1.0 / aAnimation.mPlaybackRate));
+ hasFutureReadyTime = !readyTime.IsNull() && readyTime > aPreviousFrameTime;
+ }
+ // Use the previous vsync time to make main thread animations and compositor
+ // more closely aligned.
+ //
+ // On the first frame where we have animations the previous timestamp will
+ // not be set so we simply use the current timestamp. As a result we will
+ // end up painting the first frame twice. That doesn't appear to be
+ // noticeable, however.
+ //
+ // Likewise, if the animation is play-pending, it may have a ready time that
+ // is *after* |aPreviousFrameTime| (but *before* |aCurrentFrameTime|).
+ // To avoid flicker we need to use |aCurrentFrameTime| to avoid temporarily
+ // jumping backwards into the range prior to when the animation starts.
+ const TimeStamp& timeStamp = aPreviousFrameTime.IsNull() || hasFutureReadyTime
+ ? aCurrentFrameTime
+ : aPreviousFrameTime;
+
+ // If the animation is not currently playing, e.g. paused or
+ // finished, then use the hold time to stay at the same position.
+ TimeDuration elapsedDuration =
+ aAnimation.mIsNotPlaying || aAnimation.mStartTime.isNothing()
+ ? aAnimation.mHoldTime
+ : (timeStamp - aAnimation.mOriginTime - aAnimation.mStartTime.ref())
+ .MultDouble(aAnimation.mPlaybackRate);
+ return elapsedDuration;
+}
+
+enum class CanSkipCompose {
+ IfPossible,
+ No,
+};
+// This function samples the animation for a specific property. We may have
+// multiple animations for a single property, and the later animations override
+// the eariler ones. This function returns the sampled animation value,
+// |aAnimationValue| for a single CSS property.
+static AnimationHelper::SampleResult SampleAnimationForProperty(
+ const APZSampler* aAPZSampler, const LayersId& aLayersId,
+ const MutexAutoLock& aProofOfMapLock, TimeStamp aPreviousFrameTime,
+ TimeStamp aCurrentFrameTime, const AnimatedValue* aPreviousValue,
+ CanSkipCompose aCanSkipCompose,
+ nsTArray<PropertyAnimation>& aPropertyAnimations,
+ RefPtr<StyleAnimationValue>& aAnimationValue) {
+ MOZ_ASSERT(!aPropertyAnimations.IsEmpty(), "Should have animations");
+
+ auto reason = AnimationHelper::SampleResult::Reason::None;
+ bool hasInEffectAnimations = false;
+#ifdef DEBUG
+ // In cases where this function returns a SampleResult::Skipped, we actually
+ // do populate aAnimationValue in debug mode, so that we can MOZ_ASSERT at the
+ // call site that the value that would have been computed matches the stored
+ // value that we end up using. This flag is used to ensure we populate
+ // aAnimationValue in this scenario.
+ bool shouldBeSkipped = false;
+#endif
+ // Process in order, since later animations override earlier ones.
+ for (PropertyAnimation& animation : aPropertyAnimations) {
+ dom::Nullable<TimeDuration> elapsedDuration = CalculateElapsedTime(
+ aAPZSampler, aLayersId, aProofOfMapLock, animation, aPreviousFrameTime,
+ aCurrentFrameTime, aPreviousValue);
+
+ const auto progressTimelinePosition =
+ animation.mScrollTimelineOptions
+ ? dom::Animation::AtProgressTimelineBoundary(
+ TimeDuration::FromMilliseconds(
+ PROGRESS_TIMELINE_DURATION_MILLISEC),
+ elapsedDuration, animation.mStartTime.refOr(TimeDuration()),
+ animation.mPlaybackRate)
+ : dom::Animation::ProgressTimelinePosition::NotBoundary;
+
+ ComputedTiming computedTiming = dom::AnimationEffect::GetComputedTimingAt(
+ elapsedDuration, animation.mTiming, animation.mPlaybackRate,
+ progressTimelinePosition);
+
+ if (computedTiming.mProgress.IsNull()) {
+ // For the scroll-driven animations, it's possible to let it go between
+ // the active phase and the before/after phase, and so its progress
+ // becomes null. In this case, we shouldn't just skip this animation.
+ // Instead, we have to reset the previous sampled result. Basically, we
+ // use |mProgressOnLastCompose| to check if it goes from the active phase.
+ // If so, we set the returned |mReason| to ScrollToDelayPhase to let the
+ // caller know we need to use the base style for this property.
+ //
+ // If there are any other animations which need to be sampled together
+ // (in the same property animation group), this |reason| will be ignored.
+ if (animation.mScrollTimelineOptions &&
+ !animation.mProgressOnLastCompose.IsNull() &&
+ (computedTiming.mPhase == ComputedTiming::AnimationPhase::Before ||
+ computedTiming.mPhase == ComputedTiming::AnimationPhase::After)) {
+ // Appearally, we go back to delay, so need to reset the last
+ // composition meta data. This is necessary because
+ // 1. this animation is in delay so it shouldn't have any composition
+ // meta data, and
+ // 2. we will not go into this condition multiple times during delay
+ // phase because we rely on |mProgressOnLastCompose|.
+ animation.ResetLastCompositionValues();
+ reason = AnimationHelper::SampleResult::Reason::ScrollToDelayPhase;
+ }
+ continue;
+ }
+
+ dom::IterationCompositeOperation iterCompositeOperation =
+ animation.mIterationComposite;
+
+ // Skip calculation if the progress hasn't changed since the last
+ // calculation.
+ // Note that we don't skip calculate this animation if there is another
+ // animation since the other animation might be 'accumulate' or 'add', or
+ // might have a missing keyframe (i.e. this animation value will be used in
+ // the missing keyframe).
+ // FIXME Bug 1455476: We should do this optimizations for the case where
+ // the layer has multiple animations and multiple properties.
+ if (aCanSkipCompose == CanSkipCompose::IfPossible &&
+ !dom::KeyframeEffect::HasComputedTimingChanged(
+ computedTiming, iterCompositeOperation,
+ animation.mProgressOnLastCompose,
+ animation.mCurrentIterationOnLastCompose)) {
+#ifdef DEBUG
+ shouldBeSkipped = true;
+#else
+ return AnimationHelper::SampleResult::Skipped();
+#endif
+ }
+
+ uint32_t segmentIndex = 0;
+ size_t segmentSize = animation.mSegments.Length();
+ PropertyAnimation::SegmentData* segment = animation.mSegments.Elements();
+ while (segment->mEndPortion < computedTiming.mProgress.Value() &&
+ segmentIndex < segmentSize - 1) {
+ ++segment;
+ ++segmentIndex;
+ }
+
+ double positionInSegment =
+ (computedTiming.mProgress.Value() - segment->mStartPortion) /
+ (segment->mEndPortion - segment->mStartPortion);
+
+ double portion = StyleComputedTimingFunction::GetPortion(
+ segment->mFunction, positionInSegment, computedTiming.mBeforeFlag);
+
+ // Like above optimization, skip calculation if the target segment isn't
+ // changed and if the portion in the segment isn't changed.
+ // This optimization is needed for CSS animations/transitions with step
+ // timing functions (e.g. the throbber animation on tabs or frame based
+ // animations).
+ // FIXME Bug 1455476: Like the above optimization, we should apply this
+ // optimizations for multiple animation cases and multiple properties as
+ // well.
+ if (aCanSkipCompose == CanSkipCompose::IfPossible &&
+ animation.mSegmentIndexOnLastCompose == segmentIndex &&
+ !animation.mPortionInSegmentOnLastCompose.IsNull() &&
+ animation.mPortionInSegmentOnLastCompose.Value() == portion) {
+#ifdef DEBUG
+ shouldBeSkipped = true;
+#else
+ return AnimationHelper::SampleResult::Skipped();
+#endif
+ }
+
+ AnimationPropertySegment animSegment;
+ animSegment.mFromKey = 0.0;
+ animSegment.mToKey = 1.0;
+ animSegment.mFromValue = AnimationValue(segment->mStartValue);
+ animSegment.mToValue = AnimationValue(segment->mEndValue);
+ animSegment.mFromComposite = segment->mStartComposite;
+ animSegment.mToComposite = segment->mEndComposite;
+
+ // interpolate the property
+ aAnimationValue =
+ Servo_ComposeAnimationSegment(
+ &animSegment, aAnimationValue,
+ animation.mSegments.LastElement().mEndValue, iterCompositeOperation,
+ portion, computedTiming.mCurrentIteration)
+ .Consume();
+
+#ifdef DEBUG
+ if (shouldBeSkipped) {
+ return AnimationHelper::SampleResult::Skipped();
+ }
+#endif
+
+ hasInEffectAnimations = true;
+ animation.mProgressOnLastCompose = computedTiming.mProgress;
+ animation.mCurrentIterationOnLastCompose = computedTiming.mCurrentIteration;
+ animation.mSegmentIndexOnLastCompose = segmentIndex;
+ animation.mPortionInSegmentOnLastCompose.SetValue(portion);
+ }
+
+ auto rv = hasInEffectAnimations ? AnimationHelper::SampleResult::Sampled()
+ : AnimationHelper::SampleResult();
+ rv.mReason = reason;
+ return rv;
+}
+
+// This function samples the animations for a group of CSS properties. We may
+// have multiple CSS properties in a group (e.g. transform-like properties).
+// So the returned animation array, |aAnimationValues|, include all the
+// animation values of these CSS properties.
+AnimationHelper::SampleResult AnimationHelper::SampleAnimationForEachNode(
+ const APZSampler* aAPZSampler, const LayersId& aLayersId,
+ const MutexAutoLock& aProofOfMapLock, TimeStamp aPreviousFrameTime,
+ TimeStamp aCurrentFrameTime, const AnimatedValue* aPreviousValue,
+ nsTArray<PropertyAnimationGroup>& aPropertyAnimationGroups,
+ nsTArray<RefPtr<StyleAnimationValue>>& aAnimationValues /* out */) {
+ MOZ_ASSERT(!aPropertyAnimationGroups.IsEmpty(),
+ "Should be called with animation data");
+ MOZ_ASSERT(aAnimationValues.IsEmpty(),
+ "Should be called with empty aAnimationValues");
+
+ nsTArray<RefPtr<StyleAnimationValue>> baseStyleOfDelayAnimations;
+ nsTArray<RefPtr<StyleAnimationValue>> nonAnimatingValues;
+ for (PropertyAnimationGroup& group : aPropertyAnimationGroups) {
+ // Initialize animation value with base style.
+ RefPtr<StyleAnimationValue> currValue = group.mBaseStyle;
+
+ CanSkipCompose canSkipCompose =
+ aPreviousValue && aPropertyAnimationGroups.Length() == 1 &&
+ group.mAnimations.Length() == 1
+ ? CanSkipCompose::IfPossible
+ : CanSkipCompose::No;
+
+ MOZ_ASSERT(
+ !group.mAnimations.IsEmpty() ||
+ nsCSSPropertyIDSet::TransformLikeProperties().HasProperty(
+ group.mProperty),
+ "Only transform-like properties can have empty PropertyAnimation list");
+
+ // For properties which are not animating (i.e. their values are always the
+ // same), we store them in a different array, and then merge them into the
+ // final result (a.k.a. aAnimationValues) because we shouldn't take them
+ // into account for SampleResult. (In other words, these properties
+ // shouldn't affect the optimization.)
+ if (group.mAnimations.IsEmpty()) {
+ nonAnimatingValues.AppendElement(std::move(currValue));
+ continue;
+ }
+
+ SampleResult result = SampleAnimationForProperty(
+ aAPZSampler, aLayersId, aProofOfMapLock, aPreviousFrameTime,
+ aCurrentFrameTime, aPreviousValue, canSkipCompose, group.mAnimations,
+ currValue);
+
+ // FIXME: Bug 1455476: Do optimization for multiple properties. For now,
+ // the result is skipped only if the property count == 1.
+ if (result.IsSkipped()) {
+#ifdef DEBUG
+ aAnimationValues.AppendElement(std::move(currValue));
+#endif
+ return result;
+ }
+
+ if (!result.IsSampled()) {
+ if (result.mReason == SampleResult::Reason::ScrollToDelayPhase) {
+ MOZ_ASSERT(currValue && currValue == group.mBaseStyle);
+ baseStyleOfDelayAnimations.AppendElement(std::move(currValue));
+ }
+ continue;
+ }
+
+ // Insert the interpolation result into the output array.
+ MOZ_ASSERT(currValue);
+ aAnimationValues.AppendElement(std::move(currValue));
+ }
+
+ SampleResult rv =
+ aAnimationValues.IsEmpty() ? SampleResult() : SampleResult::Sampled();
+
+ // If there is no other sampled result, we may store these base styles
+ // (together with the non-animating values) to the webrenderer before it gets
+ // sync with the main thread.
+ if (rv.IsNone() && !baseStyleOfDelayAnimations.IsEmpty()) {
+ aAnimationValues.AppendElements(std::move(baseStyleOfDelayAnimations));
+ rv.mReason = SampleResult::Reason::ScrollToDelayPhase;
+ }
+
+ if (!aAnimationValues.IsEmpty()) {
+ aAnimationValues.AppendElements(std::move(nonAnimatingValues));
+ }
+ return rv;
+}
+
+static dom::FillMode GetAdjustedFillMode(const Animation& aAnimation) {
+ // Adjust fill mode so that if the main thread is delayed in clearing
+ // this animation we don't introduce flicker by jumping back to the old
+ // underlying value.
+ auto fillMode = static_cast<dom::FillMode>(aAnimation.fillMode());
+ float playbackRate = aAnimation.playbackRate();
+ switch (fillMode) {
+ case dom::FillMode::None:
+ if (playbackRate > 0) {
+ fillMode = dom::FillMode::Forwards;
+ } else if (playbackRate < 0) {
+ fillMode = dom::FillMode::Backwards;
+ }
+ break;
+ case dom::FillMode::Backwards:
+ if (playbackRate > 0) {
+ fillMode = dom::FillMode::Both;
+ }
+ break;
+ case dom::FillMode::Forwards:
+ if (playbackRate < 0) {
+ fillMode = dom::FillMode::Both;
+ }
+ break;
+ default:
+ break;
+ }
+ return fillMode;
+}
+
+#ifdef DEBUG
+static bool HasTransformLikeAnimations(const AnimationArray& aAnimations) {
+ nsCSSPropertyIDSet transformSet =
+ nsCSSPropertyIDSet::TransformLikeProperties();
+
+ for (const Animation& animation : aAnimations) {
+ if (animation.isNotAnimating()) {
+ continue;
+ }
+
+ if (transformSet.HasProperty(animation.property())) {
+ return true;
+ }
+ }
+
+ return false;
+}
+#endif
+
+AnimationStorageData AnimationHelper::ExtractAnimations(
+ const LayersId& aLayersId, const AnimationArray& aAnimations) {
+ AnimationStorageData storageData;
+ storageData.mLayersId = aLayersId;
+
+ nsCSSPropertyID prevID = eCSSProperty_UNKNOWN;
+ PropertyAnimationGroup* currData = nullptr;
+ DebugOnly<const layers::Animatable*> currBaseStyle = nullptr;
+
+ for (const Animation& animation : aAnimations) {
+ // Animations with same property are grouped together, so we can just
+ // check if the current property is the same as the previous one for
+ // knowing this is a new group.
+ if (prevID != animation.property()) {
+ // Got a different group, we should create a different array.
+ currData = storageData.mAnimation.AppendElement();
+ currData->mProperty = animation.property();
+ if (animation.transformData()) {
+ MOZ_ASSERT(!storageData.mTransformData,
+ "Only one entry has TransformData");
+ storageData.mTransformData = animation.transformData();
+ }
+
+ prevID = animation.property();
+
+ // Reset the debug pointer.
+ currBaseStyle = nullptr;
+ }
+
+ MOZ_ASSERT(currData);
+ if (animation.baseStyle().type() != Animatable::Tnull_t) {
+ MOZ_ASSERT(!currBaseStyle || *currBaseStyle == animation.baseStyle(),
+ "Should be the same base style");
+
+ currData->mBaseStyle = AnimationValue::FromAnimatable(
+ animation.property(), animation.baseStyle());
+ currBaseStyle = &animation.baseStyle();
+ }
+
+ // If this layers::Animation sets isNotAnimating to true, it only has
+ // base style and doesn't have any animation information, so we can skip
+ // the rest steps. (And so its PropertyAnimationGroup::mAnimation will be
+ // an empty array.)
+ if (animation.isNotAnimating()) {
+ MOZ_ASSERT(nsCSSPropertyIDSet::TransformLikeProperties().HasProperty(
+ animation.property()),
+ "Only transform-like properties could set this true");
+
+ if (animation.property() == eCSSProperty_offset_path) {
+ MOZ_ASSERT(currData->mBaseStyle,
+ "Fixed offset-path should have base style");
+ MOZ_ASSERT(HasTransformLikeAnimations(aAnimations));
+
+ AnimationValue value{currData->mBaseStyle};
+ const StyleOffsetPath& offsetPath = value.GetOffsetPathProperty();
+ if (offsetPath.IsPath()) {
+ MOZ_ASSERT(!storageData.mCachedMotionPath,
+ "Only one offset-path: path() is set");
+
+ RefPtr<gfx::PathBuilder> builder =
+ MotionPathUtils::GetCompositorPathBuilder();
+ storageData.mCachedMotionPath =
+ MotionPathUtils::BuildPath(offsetPath.AsPath(), builder);
+ }
+ }
+
+ continue;
+ }
+
+ PropertyAnimation* propertyAnimation =
+ currData->mAnimations.AppendElement();
+
+ propertyAnimation->mOriginTime = animation.originTime();
+ propertyAnimation->mStartTime = animation.startTime();
+ propertyAnimation->mHoldTime = animation.holdTime();
+ propertyAnimation->mPlaybackRate = animation.playbackRate();
+ propertyAnimation->mIterationComposite =
+ static_cast<dom::IterationCompositeOperation>(
+ animation.iterationComposite());
+ propertyAnimation->mIsNotPlaying = animation.isNotPlaying();
+ propertyAnimation->mTiming =
+ TimingParams{animation.duration(),
+ animation.delay(),
+ animation.endDelay(),
+ animation.iterations(),
+ animation.iterationStart(),
+ static_cast<dom::PlaybackDirection>(animation.direction()),
+ GetAdjustedFillMode(animation),
+ animation.easingFunction()};
+ propertyAnimation->mScrollTimelineOptions =
+ animation.scrollTimelineOptions();
+
+ nsTArray<PropertyAnimation::SegmentData>& segmentData =
+ propertyAnimation->mSegments;
+ for (const AnimationSegment& segment : animation.segments()) {
+ segmentData.AppendElement(PropertyAnimation::SegmentData{
+ AnimationValue::FromAnimatable(animation.property(),
+ segment.startState()),
+ AnimationValue::FromAnimatable(animation.property(),
+ segment.endState()),
+ segment.sampleFn(), segment.startPortion(), segment.endPortion(),
+ static_cast<dom::CompositeOperation>(segment.startComposite()),
+ static_cast<dom::CompositeOperation>(segment.endComposite())});
+ }
+ }
+
+#ifdef DEBUG
+ // Sanity check that the grouped animation data is correct by looking at the
+ // property set.
+ if (!storageData.mAnimation.IsEmpty()) {
+ nsCSSPropertyIDSet seenProperties;
+ for (const auto& group : storageData.mAnimation) {
+ nsCSSPropertyID id = group.mProperty;
+
+ MOZ_ASSERT(!seenProperties.HasProperty(id), "Should be a new property");
+ seenProperties.AddProperty(id);
+ }
+
+ MOZ_ASSERT(
+ seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
+ DisplayItemType::TYPE_TRANSFORM)) ||
+ seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
+ DisplayItemType::TYPE_OPACITY)) ||
+ seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
+ DisplayItemType::TYPE_BACKGROUND_COLOR)),
+ "The property set of output should be the subset of transform-like "
+ "properties, opacity, or background_color.");
+
+ if (seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor(
+ DisplayItemType::TYPE_TRANSFORM))) {
+ MOZ_ASSERT(storageData.mTransformData, "Should have TransformData");
+ }
+
+ if (seenProperties.HasProperty(eCSSProperty_offset_path)) {
+ MOZ_ASSERT(storageData.mTransformData, "Should have TransformData");
+ MOZ_ASSERT(storageData.mTransformData->motionPathData(),
+ "Should have MotionPathData");
+ }
+ }
+#endif
+
+ return storageData;
+}
+
+uint64_t AnimationHelper::GetNextCompositorAnimationsId() {
+ static uint32_t sNextId = 0;
+ ++sNextId;
+
+ uint32_t procId = static_cast<uint32_t>(base::GetCurrentProcId());
+ uint64_t nextId = procId;
+ nextId = nextId << 32 | sNextId;
+ return nextId;
+}
+
+gfx::Matrix4x4 AnimationHelper::ServoAnimationValueToMatrix4x4(
+ const nsTArray<RefPtr<StyleAnimationValue>>& aValues,
+ const TransformData& aTransformData, gfx::Path* aCachedMotionPath) {
+ using nsStyleTransformMatrix::TransformReferenceBox;
+
+ // This is a bit silly just to avoid the transform list copy from the
+ // animation transform list.
+ auto noneTranslate = StyleTranslate::None();
+ auto noneRotate = StyleRotate::None();
+ auto noneScale = StyleScale::None();
+ const StyleTransform noneTransform;
+
+ const StyleTranslate* translate = nullptr;
+ const StyleRotate* rotate = nullptr;
+ const StyleScale* scale = nullptr;
+ const StyleTransform* transform = nullptr;
+ const StyleOffsetPath* path = nullptr;
+ const StyleLengthPercentage* distance = nullptr;
+ const StyleOffsetRotate* offsetRotate = nullptr;
+ const StylePositionOrAuto* anchor = nullptr;
+
+ for (const auto& value : aValues) {
+ MOZ_ASSERT(value);
+ nsCSSPropertyID id = Servo_AnimationValue_GetPropertyId(value);
+ switch (id) {
+ case eCSSProperty_transform:
+ MOZ_ASSERT(!transform);
+ transform = Servo_AnimationValue_GetTransform(value);
+ break;
+ case eCSSProperty_translate:
+ MOZ_ASSERT(!translate);
+ translate = Servo_AnimationValue_GetTranslate(value);
+ break;
+ case eCSSProperty_rotate:
+ MOZ_ASSERT(!rotate);
+ rotate = Servo_AnimationValue_GetRotate(value);
+ break;
+ case eCSSProperty_scale:
+ MOZ_ASSERT(!scale);
+ scale = Servo_AnimationValue_GetScale(value);
+ break;
+ case eCSSProperty_offset_path:
+ MOZ_ASSERT(!path);
+ path = Servo_AnimationValue_GetOffsetPath(value);
+ break;
+ case eCSSProperty_offset_distance:
+ MOZ_ASSERT(!distance);
+ distance = Servo_AnimationValue_GetOffsetDistance(value);
+ break;
+ case eCSSProperty_offset_rotate:
+ MOZ_ASSERT(!offsetRotate);
+ offsetRotate = Servo_AnimationValue_GetOffsetRotate(value);
+ break;
+ case eCSSProperty_offset_anchor:
+ MOZ_ASSERT(!anchor);
+ anchor = Servo_AnimationValue_GetOffsetAnchor(value);
+ break;
+ default:
+ MOZ_ASSERT_UNREACHABLE("Unsupported transform-like property");
+ }
+ }
+
+ TransformReferenceBox refBox(nullptr, aTransformData.bounds());
+ Maybe<ResolvedMotionPathData> motion = MotionPathUtils::ResolveMotionPath(
+ path, distance, offsetRotate, anchor, aTransformData.motionPathData(),
+ refBox, aCachedMotionPath);
+
+ // We expect all our transform data to arrive in device pixels
+ gfx::Point3D transformOrigin = aTransformData.transformOrigin();
+ nsDisplayTransform::FrameTransformProperties props(
+ translate ? *translate : noneTranslate, rotate ? *rotate : noneRotate,
+ scale ? *scale : noneScale, transform ? *transform : noneTransform,
+ motion, transformOrigin);
+
+ return nsDisplayTransform::GetResultingTransformMatrix(
+ props, refBox, aTransformData.appUnitsPerDevPixel());
+}
+
+static uint8_t CollectOverflowedSideLines(const gfxQuad& aPrerenderedQuad,
+ SideBits aOverflowSides,
+ gfxLineSegment sideLines[4]) {
+ uint8_t count = 0;
+
+ if (aOverflowSides & SideBits::eTop) {
+ sideLines[count] = gfxLineSegment(aPrerenderedQuad.mPoints[0],
+ aPrerenderedQuad.mPoints[1]);
+ count++;
+ }
+ if (aOverflowSides & SideBits::eRight) {
+ sideLines[count] = gfxLineSegment(aPrerenderedQuad.mPoints[1],
+ aPrerenderedQuad.mPoints[2]);
+ count++;
+ }
+ if (aOverflowSides & SideBits::eBottom) {
+ sideLines[count] = gfxLineSegment(aPrerenderedQuad.mPoints[2],
+ aPrerenderedQuad.mPoints[3]);
+ count++;
+ }
+ if (aOverflowSides & SideBits::eLeft) {
+ sideLines[count] = gfxLineSegment(aPrerenderedQuad.mPoints[3],
+ aPrerenderedQuad.mPoints[0]);
+ count++;
+ }
+
+ return count;
+}
+
+enum RegionBits : uint8_t {
+ Inside = 0,
+ Left = (1 << 0),
+ Right = (1 << 1),
+ Bottom = (1 << 2),
+ Top = (1 << 3),
+};
+
+MOZ_MAKE_ENUM_CLASS_BITWISE_OPERATORS(RegionBits);
+
+static RegionBits GetRegionBitsForPoint(double aX, double aY,
+ const gfxRect& aClip) {
+ RegionBits result = RegionBits::Inside;
+ if (aX < aClip.X()) {
+ result |= RegionBits::Left;
+ } else if (aX > aClip.XMost()) {
+ result |= RegionBits::Right;
+ }
+
+ if (aY < aClip.Y()) {
+ result |= RegionBits::Bottom;
+ } else if (aY > aClip.YMost()) {
+ result |= RegionBits::Top;
+ }
+ return result;
+};
+
+// https://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm
+static bool LineSegmentIntersectsClip(double aX0, double aY0, double aX1,
+ double aY1, const gfxRect& aClip) {
+ RegionBits b0 = GetRegionBitsForPoint(aX0, aY0, aClip);
+ RegionBits b1 = GetRegionBitsForPoint(aX1, aY1, aClip);
+
+ while (true) {
+ if (!(b0 | b1)) {
+ // Completely inside.
+ return true;
+ }
+
+ if (b0 & b1) {
+ // Completely outside.
+ return false;
+ }
+
+ double x, y;
+ // Choose an outside point.
+ RegionBits outsidePointBits = b1 > b0 ? b1 : b0;
+ if (outsidePointBits & RegionBits::Top) {
+ x = aX0 + (aX1 - aX0) * (aClip.YMost() - aY0) / (aY1 - aY0);
+ y = aClip.YMost();
+ } else if (outsidePointBits & RegionBits::Bottom) {
+ x = aX0 + (aX1 - aX0) * (aClip.Y() - aY0) / (aY1 - aY0);
+ y = aClip.Y();
+ } else if (outsidePointBits & RegionBits::Right) {
+ y = aY0 + (aY1 - aY0) * (aClip.XMost() - aX0) / (aX1 - aX0);
+ x = aClip.XMost();
+ } else if (outsidePointBits & RegionBits::Left) {
+ y = aY0 + (aY1 - aY0) * (aClip.X() - aX0) / (aX1 - aX0);
+ x = aClip.X();
+ }
+
+ if (outsidePointBits == b0) {
+ aX0 = x;
+ aY0 = y;
+ b0 = GetRegionBitsForPoint(aX0, aY0, aClip);
+ } else {
+ aX1 = x;
+ aY1 = y;
+ b1 = GetRegionBitsForPoint(aX1, aY1, aClip);
+ }
+ }
+ MOZ_ASSERT_UNREACHABLE();
+ return false;
+}
+
+// static
+bool AnimationHelper::ShouldBeJank(const LayoutDeviceRect& aPrerenderedRect,
+ SideBits aOverflowSides,
+ const gfx::Matrix4x4& aTransform,
+ const ParentLayerRect& aClipRect) {
+ if (aClipRect.IsEmpty()) {
+ return false;
+ }
+
+ gfxQuad prerenderedQuad = gfxUtils::TransformToQuad(
+ ThebesRect(aPrerenderedRect.ToUnknownRect()), aTransform);
+
+ gfxLineSegment sideLines[4];
+ uint8_t overflowSideCount =
+ CollectOverflowedSideLines(prerenderedQuad, aOverflowSides, sideLines);
+
+ gfxRect clipRect = ThebesRect(aClipRect.ToUnknownRect());
+ for (uint8_t j = 0; j < overflowSideCount; j++) {
+ if (LineSegmentIntersectsClip(sideLines[j].mStart.x, sideLines[j].mStart.y,
+ sideLines[j].mEnd.x, sideLines[j].mEnd.y,
+ clipRect)) {
+ return true;
+ }
+ }
+
+ // With step timing functions there are cases the transform jumps to a
+ // position where the partial pre-render area is totally outside of the clip
+ // rect without any intersection of the partial pre-render area and the clip
+ // rect happened in previous compositions but there remains visible area of
+ // the entire transformed area.
+ //
+ // So now all four points of the transformed partial pre-render rect are
+ // outside of the clip rect, if all these four points are in either side of
+ // the clip rect, we consider it's jank so that on the main-thread we will
+ // either a) rebuild the up-to-date display item if there remains visible area
+ // or b) no longer rebuild the display item if it's totally outside of the
+ // clip rect.
+ //
+ // Note that RegionBits::Left and Right are mutually exclusive,
+ // RegionBits::Top and Bottom are also mutually exclusive, so if there remains
+ // any bits, it means all four points are in the same side.
+ return GetRegionBitsForPoint(prerenderedQuad.mPoints[0].x,
+ prerenderedQuad.mPoints[0].y, clipRect) &
+ GetRegionBitsForPoint(prerenderedQuad.mPoints[1].x,
+ prerenderedQuad.mPoints[1].y, clipRect) &
+ GetRegionBitsForPoint(prerenderedQuad.mPoints[2].x,
+ prerenderedQuad.mPoints[2].y, clipRect) &
+ GetRegionBitsForPoint(prerenderedQuad.mPoints[3].x,
+ prerenderedQuad.mPoints[3].y, clipRect);
+}
+
+} // namespace layers
+} // namespace mozilla