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-rw-r--r--gfx/layers/AnimationInfo.cpp992
1 files changed, 992 insertions, 0 deletions
diff --git a/gfx/layers/AnimationInfo.cpp b/gfx/layers/AnimationInfo.cpp
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+++ b/gfx/layers/AnimationInfo.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 "AnimationInfo.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 "nsPresContextInlines.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();
+}
+
+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;
+}
+
+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));
+
+ // 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) {
+ nsIWidget* widget = nsContentUtils::WidgetForContent(aContent);
+ if (!widget) {
+ return;
+ }
+ // If we haven't created a window renderer there's no animation generation
+ // that we can have, thus we call the callback function with |Nothing()| for
+ // the generation.
+ if (!widget->HasWindowRenderer()) {
+ for (auto displayItem : LayerAnimationInfo::sDisplayItemTypes) {
+ aCallback(Nothing(), displayItem);
+ }
+ return;
+ }
+ WindowRenderer* renderer = widget->GetWindowRenderer();
+ MOZ_ASSERT(renderer);
+ if (!renderer->AsWebRender()) {
+ return;
+ }
+
+ // 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);
+ }
+}
+
+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 Maybe<ScrollTimelineOptions> GetScrollTimelineOptions(
+ dom::AnimationTimeline* aTimeline) {
+ if (!aTimeline || !aTimeline->IsScrollTimeline()) {
+ return Nothing();
+ }
+
+ const dom::ScrollTimeline* timeline = aTimeline->AsScrollTimeline();
+ MOZ_ASSERT(timeline->IsActive(),
+ "We send scroll animation to the compositor only if its timeline "
+ "is active");
+
+ ScrollableLayerGuid::ViewID source = ScrollableLayerGuid::NULL_SCROLL_ID;
+ DebugOnly<bool> success =
+ nsLayoutUtils::FindIDFor(timeline->SourceElement(), &source);
+ MOZ_ASSERT(success, "We should have a valid ViewID for the scroller");
+
+ return Some(ScrollTimelineOptions(source, timeline->Axis()));
+}
+
+// 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()->NormalizedTiming();
+
+ // 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() = timing.TimingFunction();
+ animation->iterationComposite() = static_cast<uint8_t>(
+ aAnimation->GetEffect()->AsKeyframeEffect()->IterationComposite());
+ animation->isNotPlaying() = !aAnimation->IsPlaying();
+ animation->isNotAnimating() = false;
+ animation->scrollTimelineOptions() =
+ GetScrollTimelineOptions(aAnimation->GetTimeline());
+
+ 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() = 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, WebRenderLayerManager* 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::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);
+
+ 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() = 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.
+ // 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, 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);
+ // 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