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<!doctype html>
<meta charset=utf-8>
<title>Test for Animation.reverse() on compositor animations</title>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<script src="/tests/SimpleTest/paint_listener.js"></script>
<script type="application/javascript" src="animation_utils.js"></script>
<link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css">
<style type="text/css">
@keyframes anim {
0% { transform: translate(0px) }
100% { transform: translate(100px) }
.target {
/* The animation target needs geometry in order to qualify for OMTA */
width: 100px;
height: 100px;
background-color: white;
<div id="display"></div>
<script type="application/javascript">
"use strict";
runOMTATest(function() {
}, SimpleTest.finish, SpecialPowers);
addAsyncAnimTest(async function() {
var [ div, cs ] = new_div("animation: anim 10s linear");
const animation = div.getAnimations()[0];
// Animation is initially running on compositor
await waitForPaintsFlushed();
omta_is(div, 'transform', { tx: 50 }, RunningOn.Compositor,
'Animation is initally animating on compositor');
// Reverse animation
// At this point the playbackRate has changed but the transform will
// not have changed.
await waitForPaints();
omta_is(div, 'transform', { tx: 50 }, RunningOn.Compositor,
'Animation value does not change after being reversed');
// However, we should still have sent a layer transaction to update the
// playbackRate on the compositor so that on the next tick we advance
// in the right direction.
omta_is(div, 'transform', { tx: 40 }, RunningOn.Compositor,
'Animation proceeds in reverse direction');