Files
tubestation/gfx/layers/AnimationHelper.cpp
Hiroyuki Ikezoe 00231dd480 Bug 1479234 - Introduce a generic function to get an animation value on the compositor. r=boris,froydnj
On the compositor we store animation values in a hash table and the hash is
the compositor animation id which is a unique id for each property respectively.
So we can get the corresponding animation value for the given property.

In this patch there are lots of duplicated code, but they will be removed in the
next patch.

MozReview-Commit-ID: 7EboVcculcg
2018-07-31 06:13:15 +09:00

752 lines
28 KiB
C++

/* -*- 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 "mozilla/ComputedTimingFunction.h" // for ComputedTimingFunction
#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/CompositorThread.h" // for CompositorThreadHolder
#include "mozilla/layers/LayerAnimationUtils.h" // for TimingFunctionToComputedTimingFunction
#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 {
void
CompositorAnimationStorage::Clear()
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimatedValues.Clear();
mAnimations.Clear();
}
void
CompositorAnimationStorage::ClearById(const uint64_t& aId)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimatedValues.Remove(aId);
mAnimations.Remove(aId);
}
AnimatedValue*
CompositorAnimationStorage::GetAnimatedValue(const uint64_t& aId) const
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
return mAnimatedValues.Get(aId);
}
Maybe<float>
CompositorAnimationStorage::GetAnimationOpacity(const uint64_t& aId) const
{
auto value = GetAnimatedValue(aId);
if (!value || value->mType != AnimatedValue::OPACITY) {
return Nothing();
}
return Some(value->mOpacity);
}
Maybe<gfx::Matrix4x4>
CompositorAnimationStorage::GetAnimationTransform(const uint64_t& aId) const
{
auto value = GetAnimatedValue(aId);
if (!value || value->mType != AnimatedValue::TRANSFORM) {
return Nothing();
}
gfx::Matrix4x4 transform = value->mTransform.mFrameTransform;
const TransformData& data = value->mTransform.mData;
float scale = data.appUnitsPerDevPixel();
gfx::Point3D transformOrigin = data.transformOrigin();
// Undo the rebasing applied by
// nsDisplayTransform::GetResultingTransformMatrixInternal
transform.ChangeBasis(-transformOrigin);
// Convert to CSS pixels (this undoes the operations performed by
// nsStyleTransformMatrix::ProcessTranslatePart which is called from
// nsDisplayTransform::GetResultingTransformMatrix)
double devPerCss =
double(scale) / double(nsDeviceContext::AppUnitsPerCSSPixel());
transform._41 *= devPerCss;
transform._42 *= devPerCss;
transform._43 *= devPerCss;
return Some(transform);
}
OMTAValue
CompositorAnimationStorage::GetOMTAValue(const uint64_t& aId) const
{
OMTAValue omtaValue = mozilla::null_t();
auto animatedValue = GetAnimatedValue(aId);
if (!animatedValue) {
return omtaValue;
}
switch (animatedValue->mType) {
case AnimatedValue::OPACITY:
omtaValue = animatedValue->mOpacity;
break;
case AnimatedValue::TRANSFORM: {
gfx::Matrix4x4 transform = animatedValue->mTransform.mFrameTransform;
const TransformData& data = animatedValue->mTransform.mData;
float scale = data.appUnitsPerDevPixel();
gfx::Point3D transformOrigin = data.transformOrigin();
// Undo the rebasing applied by
// nsDisplayTransform::GetResultingTransformMatrixInternal
transform.ChangeBasis(-transformOrigin);
// Convert to CSS pixels (this undoes the operations performed by
// nsStyleTransformMatrix::ProcessTranslatePart which is called from
// nsDisplayTransform::GetResultingTransformMatrix)
double devPerCss =
double(scale) / double(nsDeviceContext::AppUnitsPerCSSPixel());
transform._41 *= devPerCss;
transform._42 *= devPerCss;
transform._43 *= devPerCss;
omtaValue = transform;
break;
}
case AnimatedValue::NONE:
break;
}
return omtaValue;
}
void
CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
gfx::Matrix4x4&& aTransformInDevSpace,
gfx::Matrix4x4&& aFrameTransform,
const TransformData& aData)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
auto count = mAnimatedValues.Count();
AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId,
std::move(aTransformInDevSpace),
std::move(aFrameTransform),
aData);
if (count == mAnimatedValues.Count()) {
MOZ_ASSERT(value->mType == AnimatedValue::TRANSFORM);
value->mTransform.mTransformInDevSpace = std::move(aTransformInDevSpace);
value->mTransform.mFrameTransform = std::move(aFrameTransform);
value->mTransform.mData = aData;
}
}
void
CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
gfx::Matrix4x4&& aTransformInDevSpace)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
const TransformData dontCare = {};
SetAnimatedValue(aId,
std::move(aTransformInDevSpace),
gfx::Matrix4x4(),
dontCare);
}
void
CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
const float& aOpacity)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
auto count = mAnimatedValues.Count();
AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId, aOpacity);
if (count == mAnimatedValues.Count()) {
MOZ_ASSERT(value->mType == AnimatedValue::OPACITY);
value->mOpacity = aOpacity;
}
}
AnimationArray*
CompositorAnimationStorage::GetAnimations(const uint64_t& aId) const
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
return mAnimations.Get(aId);
}
void
CompositorAnimationStorage::SetAnimations(uint64_t aId, const AnimationArray& aValue)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
AnimationArray* value = new AnimationArray(aValue);
mAnimations.Put(aId, value);
}
AnimationHelper::SampleResult
AnimationHelper::SampleAnimationForEachNode(
TimeStamp aPreviousFrameTime,
TimeStamp aCurrentFrameTime,
AnimationArray& aAnimations,
InfallibleTArray<AnimData>& aAnimationData,
RefPtr<RawServoAnimationValue>& aAnimationValue,
const AnimatedValue* aPreviousValue)
{
MOZ_ASSERT(!aAnimations.IsEmpty(), "Should be called with animations");
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 aAnimations override earlier ones.
for (size_t i = 0, iEnd = aAnimations.Length(); i < iEnd; ++i) {
Animation& animation = aAnimations[i];
AnimData& animData = aAnimationData[i];
MOZ_ASSERT((!animation.originTime().IsNull() &&
animation.startTime().type() ==
MaybeTimeDuration::TTimeDuration) ||
animation.isNotPlaying(),
"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 consitions 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 &&
!animation.isNotPlaying() &&
!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 =
animation.originTime() +
(animation.startTime().get_TimeDuration() +
animation.holdTime().MultDouble(1.0 / animation.playbackRate()));
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 =
animation.isNotPlaying() ||
animation.startTime().type() != MaybeTimeDuration::TTimeDuration
? animation.holdTime()
: (timeStamp - animation.originTime() -
animation.startTime().get_TimeDuration())
.MultDouble(animation.playbackRate());
ComputedTiming computedTiming =
dom::AnimationEffect::GetComputedTimingAt(
dom::Nullable<TimeDuration>(elapsedDuration), animData.mTiming,
animation.playbackRate());
if (computedTiming.mProgress.IsNull()) {
continue;
}
dom::IterationCompositeOperation iterCompositeOperation =
static_cast<dom::IterationCompositeOperation>(
animation.iterationComposite());
// Skip caluculation 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.
if (iEnd == 1 &&
!dom::KeyframeEffect::HasComputedTimingChanged(
computedTiming,
iterCompositeOperation,
animData.mProgressOnLastCompose,
animData.mCurrentIterationOnLastCompose)) {
#ifdef DEBUG
shouldBeSkipped = true;
#else
return SampleResult::Skipped;
#endif
}
uint32_t segmentIndex = 0;
size_t segmentSize = animation.segments().Length();
AnimationSegment* segment = animation.segments().Elements();
while (segment->endPortion() < computedTiming.mProgress.Value() &&
segmentIndex < segmentSize - 1) {
++segment;
++segmentIndex;
}
double positionInSegment =
(computedTiming.mProgress.Value() - segment->startPortion()) /
(segment->endPortion() - segment->startPortion());
double portion =
ComputedTimingFunction::GetPortion(animData.mFunctions[segmentIndex],
positionInSegment,
computedTiming.mBeforeFlag);
// Like above optimization, skip caluculation 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 tab or frame based
// animations).
// FIXME Bug 1455476: Like the above optimization, we should apply this
// optimizations for multiple animation cases as well.
if (iEnd == 1 &&
animData.mSegmentIndexOnLastCompose == segmentIndex &&
!animData.mPortionInSegmentOnLastCompose.IsNull() &&
animData.mPortionInSegmentOnLastCompose.Value() == portion) {
#ifdef DEBUG
shouldBeSkipped = true;
#else
return SampleResult::Skipped;
#endif
}
AnimationPropertySegment animSegment;
animSegment.mFromKey = 0.0;
animSegment.mToKey = 1.0;
animSegment.mFromValue =
AnimationValue(animData.mStartValues[segmentIndex]);
animSegment.mToValue =
AnimationValue(animData.mEndValues[segmentIndex]);
animSegment.mFromComposite =
static_cast<dom::CompositeOperation>(segment->startComposite());
animSegment.mToComposite =
static_cast<dom::CompositeOperation>(segment->endComposite());
// interpolate the property
aAnimationValue =
Servo_ComposeAnimationSegment(
&animSegment,
aAnimationValue,
animData.mEndValues.LastElement(),
iterCompositeOperation,
portion,
computedTiming.mCurrentIteration).Consume();
#ifdef DEBUG
if (shouldBeSkipped) {
return SampleResult::Skipped;
}
#endif
hasInEffectAnimations = true;
animData.mProgressOnLastCompose = computedTiming.mProgress;
animData.mCurrentIterationOnLastCompose = computedTiming.mCurrentIteration;
animData.mSegmentIndexOnLastCompose = segmentIndex;
animData.mPortionInSegmentOnLastCompose.SetValue(portion);
}
#ifdef DEBUG
// Sanity check that all of animation data are the same.
const AnimationData& lastData = aAnimations.LastElement().data();
for (const Animation& animation : aAnimations) {
const AnimationData& data = animation.data();
MOZ_ASSERT(data.type() == lastData.type(),
"The type of AnimationData should be the same");
if (data.type() == AnimationData::Tnull_t) {
continue;
}
MOZ_ASSERT(data.type() == AnimationData::TTransformData);
const TransformData& transformData = data.get_TransformData();
const TransformData& lastTransformData = lastData.get_TransformData();
MOZ_ASSERT(transformData.origin() == lastTransformData.origin() &&
transformData.transformOrigin() ==
lastTransformData.transformOrigin() &&
transformData.bounds() == lastTransformData.bounds() &&
transformData.appUnitsPerDevPixel() ==
lastTransformData.appUnitsPerDevPixel(),
"All of members of TransformData should be the same");
}
#endif
return hasInEffectAnimations ? SampleResult::Sampled : SampleResult::None;
}
struct BogusAnimation {};
static inline Result<Ok, BogusAnimation>
SetCSSAngle(const CSSAngle& aAngle, nsCSSValue& aValue)
{
aValue.SetFloatValue(aAngle.value(), nsCSSUnit(aAngle.unit()));
if (!aValue.IsAngularUnit()) {
NS_ERROR("Bogus animation from IPC");
return Err(BogusAnimation { });
}
return Ok();
}
static Result<nsCSSValueSharedList*, BogusAnimation>
CreateCSSValueList(const InfallibleTArray<TransformFunction>& aFunctions)
{
nsAutoPtr<nsCSSValueList> result;
nsCSSValueList** resultTail = getter_Transfers(result);
for (uint32_t i = 0; i < aFunctions.Length(); i++) {
RefPtr<nsCSSValue::Array> arr;
switch (aFunctions[i].type()) {
case TransformFunction::TRotationX:
{
const CSSAngle& angle = aFunctions[i].get_RotationX().angle();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_rotatex,
resultTail);
MOZ_TRY(SetCSSAngle(angle, arr->Item(1)));
break;
}
case TransformFunction::TRotationY:
{
const CSSAngle& angle = aFunctions[i].get_RotationY().angle();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_rotatey,
resultTail);
MOZ_TRY(SetCSSAngle(angle, arr->Item(1)));
break;
}
case TransformFunction::TRotationZ:
{
const CSSAngle& angle = aFunctions[i].get_RotationZ().angle();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_rotatez,
resultTail);
MOZ_TRY(SetCSSAngle(angle, arr->Item(1)));
break;
}
case TransformFunction::TRotation:
{
const CSSAngle& angle = aFunctions[i].get_Rotation().angle();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_rotate,
resultTail);
MOZ_TRY(SetCSSAngle(angle, arr->Item(1)));
break;
}
case TransformFunction::TRotation3D:
{
float x = aFunctions[i].get_Rotation3D().x();
float y = aFunctions[i].get_Rotation3D().y();
float z = aFunctions[i].get_Rotation3D().z();
const CSSAngle& angle = aFunctions[i].get_Rotation3D().angle();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_rotate3d,
resultTail);
arr->Item(1).SetFloatValue(x, eCSSUnit_Number);
arr->Item(2).SetFloatValue(y, eCSSUnit_Number);
arr->Item(3).SetFloatValue(z, eCSSUnit_Number);
MOZ_TRY(SetCSSAngle(angle, arr->Item(4)));
break;
}
case TransformFunction::TScale:
{
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_scale3d,
resultTail);
arr->Item(1).SetFloatValue(aFunctions[i].get_Scale().x(), eCSSUnit_Number);
arr->Item(2).SetFloatValue(aFunctions[i].get_Scale().y(), eCSSUnit_Number);
arr->Item(3).SetFloatValue(aFunctions[i].get_Scale().z(), eCSSUnit_Number);
break;
}
case TransformFunction::TTranslation:
{
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_translate3d,
resultTail);
arr->Item(1).SetFloatValue(aFunctions[i].get_Translation().x(), eCSSUnit_Pixel);
arr->Item(2).SetFloatValue(aFunctions[i].get_Translation().y(), eCSSUnit_Pixel);
arr->Item(3).SetFloatValue(aFunctions[i].get_Translation().z(), eCSSUnit_Pixel);
break;
}
case TransformFunction::TSkewX:
{
const CSSAngle& x = aFunctions[i].get_SkewX().x();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_skewx,
resultTail);
MOZ_TRY(SetCSSAngle(x, arr->Item(1)));
break;
}
case TransformFunction::TSkewY:
{
const CSSAngle& y = aFunctions[i].get_SkewY().y();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_skewy,
resultTail);
MOZ_TRY(SetCSSAngle(y, arr->Item(1)));
break;
}
case TransformFunction::TSkew:
{
const CSSAngle& x = aFunctions[i].get_Skew().x();
const CSSAngle& y = aFunctions[i].get_Skew().y();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_skew,
resultTail);
MOZ_TRY(SetCSSAngle(x, arr->Item(1)));
MOZ_TRY(SetCSSAngle(y, arr->Item(2)));
break;
}
case TransformFunction::TTransformMatrix:
{
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_matrix3d,
resultTail);
const gfx::Matrix4x4& matrix = aFunctions[i].get_TransformMatrix().value();
arr->Item(1).SetFloatValue(matrix._11, eCSSUnit_Number);
arr->Item(2).SetFloatValue(matrix._12, eCSSUnit_Number);
arr->Item(3).SetFloatValue(matrix._13, eCSSUnit_Number);
arr->Item(4).SetFloatValue(matrix._14, eCSSUnit_Number);
arr->Item(5).SetFloatValue(matrix._21, eCSSUnit_Number);
arr->Item(6).SetFloatValue(matrix._22, eCSSUnit_Number);
arr->Item(7).SetFloatValue(matrix._23, eCSSUnit_Number);
arr->Item(8).SetFloatValue(matrix._24, eCSSUnit_Number);
arr->Item(9).SetFloatValue(matrix._31, eCSSUnit_Number);
arr->Item(10).SetFloatValue(matrix._32, eCSSUnit_Number);
arr->Item(11).SetFloatValue(matrix._33, eCSSUnit_Number);
arr->Item(12).SetFloatValue(matrix._34, eCSSUnit_Number);
arr->Item(13).SetFloatValue(matrix._41, eCSSUnit_Number);
arr->Item(14).SetFloatValue(matrix._42, eCSSUnit_Number);
arr->Item(15).SetFloatValue(matrix._43, eCSSUnit_Number);
arr->Item(16).SetFloatValue(matrix._44, eCSSUnit_Number);
break;
}
case TransformFunction::TPerspective:
{
float perspective = aFunctions[i].get_Perspective().value();
arr = AnimationValue::AppendTransformFunction(eCSSKeyword_perspective,
resultTail);
arr->Item(1).SetFloatValue(perspective, eCSSUnit_Pixel);
break;
}
default:
NS_ASSERTION(false, "All functions should be implemented?");
}
}
if (aFunctions.Length() == 0) {
result = new nsCSSValueList();
result->mValue.SetNoneValue();
}
return new nsCSSValueSharedList(result.forget());
}
static already_AddRefed<RawServoAnimationValue>
ToAnimationValue(const Animatable& aAnimatable)
{
RefPtr<RawServoAnimationValue> result;
switch (aAnimatable.type()) {
case Animatable::Tnull_t:
break;
case Animatable::TArrayOfTransformFunction: {
const InfallibleTArray<TransformFunction>& transforms =
aAnimatable.get_ArrayOfTransformFunction();
auto listOrError = CreateCSSValueList(transforms);
if (listOrError.isOk()) {
RefPtr<nsCSSValueSharedList> list = listOrError.unwrap();
MOZ_ASSERT(list, "Transform list should be non null");
result = Servo_AnimationValue_Transform(*list).Consume();
}
break;
}
case Animatable::Tfloat:
result = Servo_AnimationValue_Opacity(aAnimatable.get_float()).Consume();
break;
default:
MOZ_ASSERT_UNREACHABLE("Unsupported type");
}
return result.forget();
}
void
AnimationHelper::SetAnimations(
AnimationArray& aAnimations,
InfallibleTArray<AnimData>& aAnimData,
RefPtr<RawServoAnimationValue>& aBaseAnimationStyle)
{
for (uint32_t i = 0; i < aAnimations.Length(); i++) {
Animation& animation = aAnimations[i];
// Adjust fill mode to fill forwards 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
switch (static_cast<dom::FillMode>(animation.fillMode())) {
case dom::FillMode::None:
animation.fillMode() = static_cast<uint8_t>(dom::FillMode::Forwards);
break;
case dom::FillMode::Backwards:
animation.fillMode() = static_cast<uint8_t>(dom::FillMode::Both);
break;
default:
break;
}
if (animation.baseStyle().type() != Animatable::Tnull_t) {
aBaseAnimationStyle = ToAnimationValue(animation.baseStyle());
}
AnimData* data = aAnimData.AppendElement();
data->mTiming = TimingParams {
animation.duration(),
animation.delay(),
animation.endDelay(),
animation.iterations(),
animation.iterationStart(),
static_cast<dom::PlaybackDirection>(animation.direction()),
static_cast<dom::FillMode>(animation.fillMode()),
AnimationUtils::TimingFunctionToComputedTimingFunction(
animation.easingFunction())
};
InfallibleTArray<Maybe<ComputedTimingFunction>>& functions =
data->mFunctions;
InfallibleTArray<RefPtr<RawServoAnimationValue>>& startValues =
data->mStartValues;
InfallibleTArray<RefPtr<RawServoAnimationValue>>& endValues =
data->mEndValues;
const InfallibleTArray<AnimationSegment>& segments = animation.segments();
for (const AnimationSegment& segment : segments) {
startValues.AppendElement(ToAnimationValue(segment.startState()));
endValues.AppendElement(ToAnimationValue(segment.endState()));
TimingFunction tf = segment.sampleFn();
Maybe<ComputedTimingFunction> ctf =
AnimationUtils::TimingFunctionToComputedTimingFunction(tf);
functions.AppendElement(ctf);
}
}
}
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;
}
bool
AnimationHelper::SampleAnimations(CompositorAnimationStorage* aStorage,
TimeStamp aPreviousFrameTime,
TimeStamp aCurrentFrameTime)
{
MOZ_ASSERT(aStorage);
bool isAnimating = false;
// Do nothing if there are no compositor animations
if (!aStorage->AnimationsCount()) {
return isAnimating;
}
//Sample the animations in CompositorAnimationStorage
for (auto iter = aStorage->ConstAnimationsTableIter();
!iter.Done(); iter.Next()) {
AnimationArray* animations = iter.UserData();
if (animations->IsEmpty()) {
continue;
}
isAnimating = true;
RefPtr<RawServoAnimationValue> animationValue;
InfallibleTArray<AnimData> animationData;
AnimationHelper::SetAnimations(*animations,
animationData,
animationValue);
AnimatedValue* previousValue = aStorage->GetAnimatedValue(iter.Key());
AnimationHelper::SampleResult sampleResult =
AnimationHelper::SampleAnimationForEachNode(aPreviousFrameTime,
aCurrentFrameTime,
*animations,
animationData,
animationValue,
previousValue);
if (sampleResult != AnimationHelper::SampleResult::Sampled) {
continue;
}
// Store the AnimatedValue
Animation& animation = animations->LastElement();
switch (animation.property()) {
case eCSSProperty_opacity: {
aStorage->SetAnimatedValue(
iter.Key(),
Servo_AnimationValue_GetOpacity(animationValue));
break;
}
case eCSSProperty_transform: {
RefPtr<nsCSSValueSharedList> list;
Servo_AnimationValue_GetTransform(animationValue, &list);
const TransformData& transformData = animation.data().get_TransformData();
nsPoint origin = transformData.origin();
// we expect all our transform data to arrive in device pixels
gfx::Point3D transformOrigin = transformData.transformOrigin();
nsDisplayTransform::FrameTransformProperties props(std::move(list),
transformOrigin);
gfx::Matrix4x4 transform =
nsDisplayTransform::GetResultingTransformMatrix(props, origin,
transformData.appUnitsPerDevPixel(),
0, &transformData.bounds());
gfx::Matrix4x4 frameTransform = transform;
// If the parent has perspective transform, then the offset into reference
// frame coordinates is already on this transform. If not, then we need to ask
// for it to be added here.
if (!transformData.hasPerspectiveParent()) {
nsLayoutUtils::PostTranslate(transform, origin,
transformData.appUnitsPerDevPixel(),
true);
}
transform.PostScale(transformData.inheritedXScale(),
transformData.inheritedYScale(),
1);
aStorage->SetAnimatedValue(iter.Key(),
std::move(transform), std::move(frameTransform),
transformData);
break;
}
default:
MOZ_ASSERT_UNREACHABLE("Unhandled animated property");
}
}
return isAnimating;
}
} // namespace layers
} // namespace mozilla