Files
tubestation/dom/animation/PendingAnimationTracker.cpp
Boris Chiou a095169e1f Bug 1741255 - Don't put the scroll animations into PendingAnimationTracker. r=hiro
Basically, we use the current target scroll position as the ready time for
scroll animations, so we don't need to wait until it gets painted.

In fact, it's unclear whether do we need play/pause pending status for
scroll animations, so we choose the natural way for now, and this should
match other browsers' behaviors.

Note:
We avoid puting the scroll animation into PendingAnimationTracker
in PlayNoUpdate() and Pause(). However, we may still "try" to remove
scroll animations from PendingAnimationTracker in some APIs just in
case if those APIs change the animations from using DocumentTimeline to
using ScrollTimeline. They should be revisited once we expose
ScrollTimeline to JS.

Differential Revision: https://phabricator.services.mozilla.com/D132750
2021-12-15 09:54:43 +00:00

197 lines
7.4 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 "PendingAnimationTracker.h"
#include "mozilla/PresShell.h"
#include "mozilla/dom/AnimationEffect.h"
#include "mozilla/dom/AnimationTimeline.h"
#include "mozilla/dom/Nullable.h"
#include "nsIFrame.h"
#include "nsTransitionManager.h" // For CSSTransition
using mozilla::dom::Nullable;
namespace mozilla {
NS_IMPL_CYCLE_COLLECTION(PendingAnimationTracker, mPlayPendingSet,
mPausePendingSet, mDocument)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(PendingAnimationTracker, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(PendingAnimationTracker, Release)
PendingAnimationTracker::PendingAnimationTracker(dom::Document* aDocument)
: mDocument(aDocument) {}
void PendingAnimationTracker::AddPending(dom::Animation& aAnimation,
AnimationSet& aSet) {
aSet.Insert(&aAnimation);
// Schedule a paint. Otherwise animations that don't trigger a paint by
// themselves (e.g. CSS animations with an empty keyframes rule) won't
// start until something else paints.
EnsurePaintIsScheduled();
}
void PendingAnimationTracker::RemovePending(dom::Animation& aAnimation,
AnimationSet& aSet) {
aSet.Remove(&aAnimation);
}
bool PendingAnimationTracker::IsWaiting(const dom::Animation& aAnimation,
const AnimationSet& aSet) const {
return aSet.Contains(const_cast<dom::Animation*>(&aAnimation));
}
void PendingAnimationTracker::TriggerPendingAnimationsOnNextTick(
const TimeStamp& aReadyTime) {
auto triggerAnimationsAtReadyTime = [aReadyTime](
AnimationSet& aAnimationSet) {
for (auto iter = aAnimationSet.begin(), end = aAnimationSet.end();
iter != end; ++iter) {
dom::Animation* animation = *iter;
dom::AnimationTimeline* timeline = animation->GetTimeline();
// If the animation does not have a timeline, just drop it from the map.
// The animation will detect that it is not being tracked and will trigger
// itself on the next tick where it has a timeline.
if (!timeline) {
aAnimationSet.Remove(iter);
continue;
}
MOZ_ASSERT(timeline->IsMonotonicallyIncreasing(),
"Don't put non-MonotoniciallyIncreasing timeline into "
"PendingAnimationTracker");
// When the timeline's refresh driver is under test control, its values
// have no correspondance to wallclock times so we shouldn't try to
// convert aReadyTime (which is a wallclock time) to a timeline value.
// Instead, the animation will be started/paused when the refresh driver
// is next advanced since this will trigger a call to
// TriggerPendingAnimationsNow.
if (!timeline->TracksWallclockTime()) {
continue;
}
Nullable<TimeDuration> readyTime = timeline->ToTimelineTime(aReadyTime);
animation->TriggerOnNextTick(readyTime);
aAnimationSet.Remove(iter);
}
};
triggerAnimationsAtReadyTime(mPlayPendingSet);
triggerAnimationsAtReadyTime(mPausePendingSet);
mHasPlayPendingGeometricAnimations =
mPlayPendingSet.Count() ? CheckState::Indeterminate : CheckState::Absent;
}
void PendingAnimationTracker::TriggerPendingAnimationsNow() {
auto triggerAndClearAnimations = [](AnimationSet& aAnimationSet) {
for (const auto& animation : aAnimationSet) {
animation->TriggerNow();
}
aAnimationSet.Clear();
};
triggerAndClearAnimations(mPlayPendingSet);
triggerAndClearAnimations(mPausePendingSet);
mHasPlayPendingGeometricAnimations = CheckState::Absent;
}
static bool IsTransition(const dom::Animation& aAnimation) {
const dom::CSSTransition* transition = aAnimation.AsCSSTransition();
return transition && transition->IsTiedToMarkup();
}
void PendingAnimationTracker::MarkAnimationsThatMightNeedSynchronization() {
// We only set mHasPlayPendingGeometricAnimations to "present" in this method
// and nowhere else. After setting the state to "present", if there is any
// change to the set of play-pending animations we will reset
// mHasPlayPendingGeometricAnimations to either "indeterminate" or "absent".
//
// As a result, if mHasPlayPendingGeometricAnimations is "present", we can
// assume that this method has already been called for the current set of
// play-pending animations and it is not necessary to run this method again.
//
// If mHasPlayPendingGeometricAnimations is "absent", then we can also skip
// the body of this method since there are no notifications to be sent.
//
// Therefore, the only case we need to be concerned about is the
// "indeterminate" case. For all other cases we can return early.
//
// Note that *without* this optimization, starting animations would become
// O(n^2) in the case where each animation is on a different element and
// contains a compositor-animatable property since we would end up iterating
// over all animations in the play-pending set for each target element.
if (mHasPlayPendingGeometricAnimations != CheckState::Indeterminate) {
return;
}
// We only synchronize CSS transitions with other CSS transitions (and we only
// synchronize non-transition animations with non-transition animations)
// since typically the author will not trigger both CSS animations and
// CSS transitions simultaneously and expect them to be synchronized.
//
// If we try to synchronize CSS transitions with non-transitions then for some
// content we will end up degrading performance by forcing animations to run
// on the main thread that really don't need to.
mHasPlayPendingGeometricAnimations = CheckState::Absent;
for (const auto& animation : mPlayPendingSet) {
if (animation->GetEffect() && animation->GetEffect()->AffectsGeometry()) {
mHasPlayPendingGeometricAnimations &= ~CheckState::Absent;
mHasPlayPendingGeometricAnimations |= IsTransition(*animation)
? CheckState::TransitionsPresent
: CheckState::AnimationsPresent;
// If we have both transitions and animations we don't need to look any
// further.
if (mHasPlayPendingGeometricAnimations ==
(CheckState::TransitionsPresent | CheckState::AnimationsPresent)) {
break;
}
}
}
if (mHasPlayPendingGeometricAnimations == CheckState::Absent) {
return;
}
for (const auto& animation : mPlayPendingSet) {
bool isTransition = IsTransition(*animation);
if ((isTransition &&
mHasPlayPendingGeometricAnimations & CheckState::TransitionsPresent) ||
(!isTransition &&
mHasPlayPendingGeometricAnimations & CheckState::AnimationsPresent)) {
animation->NotifyGeometricAnimationsStartingThisFrame();
}
}
}
void PendingAnimationTracker::EnsurePaintIsScheduled() {
if (!mDocument) {
return;
}
PresShell* presShell = mDocument->GetPresShell();
if (!presShell) {
return;
}
nsIFrame* rootFrame = presShell->GetRootFrame();
if (!rootFrame) {
return;
}
rootFrame->SchedulePaintWithoutInvalidatingObservers();
}
} // namespace mozilla