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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 "Layers.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 "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();
}
void AnimationInfo::SetCompositorAnimations(
const LayersId& aLayersId,
const CompositorAnimations& aCompositorAnimations) {
mCompositorAnimationsId = aCompositorAnimations.id();
mStorageData = AnimationHelper::ExtractAnimations(
aLayersId, aCompositorAnimations.animations());
}
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;
}
void AnimationInfo::TransferMutatedFlagToLayer(Layer* aLayer) {}
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::GetEffectSetForFrame(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