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<!doctype html>
<meta charset=utf-8>
<script src="../testcommon.js"></script>
<script src="/tests/SimpleTest/paint_listener.js"></script>
<style>
@keyframes empty { }
.target {
/* Element needs geometry to be eligible for layerization */
width: 100px;
height: 100px;
background-color: white;
}
</style>
<body>
<script>
'use strict';
function waitForDocLoad() {
return new Promise((resolve, reject) => {
if (document.readyState === 'complete') {
resolve();
} else {
window.addEventListener('load', resolve);
}
});
}
function waitForPaints() {
return new Promise((resolve, reject) => {
waitForAllPaintsFlushed(resolve);
});
}
promise_test(async t => {
// Test that empty animations actually start.
//
// Normally we tie the start of animations to when their first frame of
// the animation is rendered. However, for animations that don't actually
// trigger a paint (e.g. because they are empty, or are animating something
// that doesn't render or is offscreen) we want to make sure they still
// start.
//
// Before we start, wait for the document to finish loading, then create
// div element, and wait for painting. This is because during loading we will
// have other paint events taking place which might, by luck, happen to
// trigger animations that otherwise would not have been triggered, leading to
// false positives.
//
// As a result, it's better to wait until we have a more stable state before
// continuing.
await waitForDocLoad();
const div = addDiv(t);
await waitForPaints();
div.style.animation = 'empty 1000s';
const animation = div.getAnimations()[0];
let promiseCallbackDone = false;
animation.ready.then(() => {
promiseCallbackDone = true;
}).catch(() => {
assert_unreached('ready promise was rejected');
});
// We need to wait for up to three frames. This is because in some
// cases it can take up to two frames for the initial layout
// to take place. Even after that happens we don't actually resolve the
// ready promise until the following tick.
await waitForAnimationFrames(3);
assert_true(promiseCallbackDone,
'ready promise for an empty animation was resolved'
+ ' within three animation frames');
}, 'Animation.ready is resolved for an empty animation');
// Test that compositor animations with delays get synced correctly
//
// NOTE: It is important that we DON'T use
// SpecialPowers.DOMWindowUtils.advanceTimeAndRefresh here since that takes
// us through a different code path.
promise_test(async t => {
assert_false(SpecialPowers.DOMWindowUtils.isTestControllingRefreshes,
'Test should run without the refresh driver being under'
+ ' test control');
// This test only applies to compositor animations
if (!isOMTAEnabled()) {
return;
}
const div = addDiv(t, { class: 'target' });
// As with the above test, any stray paints can cause this test to produce
// a false negative (that is, pass when it should fail). To avoid this we
// wait for paints and only then do we commence the test.
await waitForPaints();
const animation =
div.animate({ transform: [ 'translate(0px)', 'translate(100px)' ] },
{ duration: 400 * MS_PER_SEC,
delay: -200 * MS_PER_SEC });
await waitForAnimationReadyToRestyle(animation);
await waitForPaints();
const transformStr =
SpecialPowers.DOMWindowUtils.getOMTAStyle(div, 'transform');
const translateX = getTranslateXFromTransform(transformStr);
// If the delay has been applied we should be about half-way through
// the animation. However, if we applied it twice we will be at the
// end of the animation already so check that we are roughly half way
// through.
assert_between_inclusive(translateX, 40, 75,
'Animation is about half-way through on the compositor');
}, 'Starting an animation with a delay starts from the correct point');
// Test that compositor animations with a playback rate start at the
// appropriate point.
//
// NOTE: As with the previous test, it is important that we DON'T use
// SpecialPowers.DOMWindowUtils.advanceTimeAndRefresh here since that takes
// us through a different code path.
promise_test(async t => {
assert_false(SpecialPowers.DOMWindowUtils.isTestControllingRefreshes,
'Test should run without the refresh driver being under'
+ ' test control');
// This test only applies to compositor animations
if (!isOMTAEnabled()) {
return;
}
const div = addDiv(t, { class: 'target' });
// Wait for the document to load and painting (see notes in previous test).
await waitForPaints();
const animation =
div.animate({ transform: [ 'translate(0px)', 'translate(100px)' ] },
200 * MS_PER_SEC);
animation.currentTime = 100 * MS_PER_SEC;
animation.playbackRate = 0.1;
await waitForPaints();
const transformStr =
SpecialPowers.DOMWindowUtils.getOMTAStyle(div, 'transform');
const translateX = getTranslateXFromTransform(transformStr);
// We pass the playback rate to the compositor independently and we have
// tests to ensure that it is correctly applied there. However, if, when
// we resolve the start time of the pending animation, we fail to
// incorporate the playback rate, we will end up starting from the wrong
// point and the current time calculated on the compositor will be wrong.
assert_between_inclusive(translateX, 25, 75,
'Animation is about half-way through on the compositor');
}, 'Starting an animation with a playbackRate starts from the correct point');
function getTranslateXFromTransform(transformStr) {
const matrixComponents =
transformStr.startsWith('matrix(')
? transformStr.substring('matrix('.length, transformStr.length-1)
.split(',')
.map(component => Number(component))
: [];
assert_equals(matrixComponents.length, 6,
'Got a valid transform matrix on the compositor'
+ ' (got: "' + transformStr + '")');
return matrixComponents[4];
}
done();
</script>
</body>
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