Back out parts 22-29 from bug 927349 for causing intermittent test failure in css-animations/test_animation-pausing.html on 10.8

This commit is contained in:
Brian Birtles 2014-12-26 11:54:43 +09:00
Родитель 5736d3ebf6
Коммит e5b88e8ef0
13 изменённых файлов: 31 добавлений и 310 удалений

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@ -48,7 +48,7 @@ skip-if = e10s # Bug 933103 - mochitest's EventUtils.synthesizeMouse functions n
[browser_toolbar_migration.js]
[browser_library_batch_delete.js]
[browser_555547.js]
skip-if = e10s || (os == "win" && !debug) # Bug 1115276
skip-if = e10s
[browser_416459_cut.js]
skip-if = e10s # Bug ?????? - clipboard operations don't seem to work in this test?
[browser_library_downloads.js]

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@ -133,45 +133,25 @@ AnimationPlayer::SetSource(Animation* aSource)
void
AnimationPlayer::Tick()
{
// FIXME (bug 1112969): Check if we are pending but have lost access to the
// pending player tracker. If that's the case we should probably trigger the
// animation now.
UpdateSourceContent();
}
void
AnimationPlayer::StartNow()
{
// This method is only expected to be called for an animation that is
// waiting to play. We can easily adapt it to handle other states
// but it's currently not necessary.
MOZ_ASSERT(PlayState() == AnimationPlayState::Pending,
"Expected to start a pending player");
MOZ_ASSERT(!mHoldTime.IsNull(),
"A player in the pending state should have a resolved hold time");
// Currently we only expect this method to be called when we are in the
// middle of initiating/resuming playback so we should have an unresolved
// start time to update and a fixed current time to seek to.
MOZ_ASSERT(mStartTime.IsNull() && !mHoldTime.IsNull(),
"Resolving the start time but we don't appear to be waiting"
" to begin playback");
Nullable<TimeDuration> readyTime = mTimeline->GetCurrentTime();
// FIXME (bug 1096776): If readyTime.IsNull(), we should return early here.
// This will leave mIsPending = true but the caller will remove us from the
// PendingPlayerTracker if we were added there.
// Then, in Tick(), if we have:
// - a resolved timeline, and
// - mIsPending = true, and
// - *no* document or we are *not* in the PendingPlayerTracker
// then we should call StartNow.
//
// For now, however, we don't support inactive/missing timelines so
// |readyTime| should be resolved.
// Bug 1096776: Once we support disappearing or inactive timelines we
// will need special handling here.
MOZ_ASSERT(!readyTime.IsNull(), "Missing or inactive timeline");
mStartTime.SetValue(readyTime.Value() - mHoldTime.Value());
mHoldTime.SetNull();
mIsPending = false;
UpdateSourceContent();
PostUpdate();
if (mReady) {
mReady->MaybeResolve(this);
@ -266,27 +246,7 @@ AnimationPlayer::DoPlay()
// Clear ready promise. We'll create a new one lazily.
mReady = nullptr;
mIsPending = true;
nsIDocument* doc = GetRenderedDocument();
if (!doc) {
// If we have no rendered document (e.g. because the source content's
// target element is orphaned), then treat the animation as ready and
// start it immediately. It is probably preferable to make playing
// *always* asynchronous (e.g. by setting some additional state that
// marks this player as pending and queueing a runnable to resolve the
// start time). That situation, however, is currently rare enough that
// we don't bother for now.
StartNow();
return;
}
PendingPlayerTracker* tracker = doc->GetOrCreatePendingPlayerTracker();
tracker->AddPlayPending(*this);
// We may have updated the current time when we set the hold time above
// so notify source content.
UpdateSourceContent();
StartNow();
}
void

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@ -95,27 +95,8 @@ public:
void SetSource(Animation* aSource);
void Tick();
/**
* Sets the start time of a player that is waiting to play to the current
* time of its timeline.
*
* This will reset the pending flag if the call succeeded. The caller is
* responsible for removing the player from the PendingPlayerTracker though.
*
* Typically, when a player is played, it does not start immediately but is
* added to a table of pending players on the document of its source content.
* In the meantime it sets its hold time to the time from which should
* begin playback.
*
* When the document finishes painting, any pending players in its table
* are started by calling this method.
*
* This approach means that any setup time required for performing the
* initial paint of an animation such as layerization is not deducted from
* the running time of the animation. Without this we can easily drop the
* first few frames of an animation, or, on slower devices, the whole
* animation.
*/
// Sets the start time of a player that is waiting to play to the current
// time of its timeline.
void StartNow();
void Cancel();

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@ -44,7 +44,10 @@ var omtaEnabled = SpecialPowers.DOMWindowUtils.layerManagerRemote &&
div.style.animation = 'anim 100s';
var player = div.getAnimationPlayers()[0];
player.ready.then(function() {
// Wait so that animation can be set up.
// FIXME: When we implement the AnimationPlayer.ready promise we should wait
// on that here.
window.requestAnimationFrame(function() {
is(player.isRunningOnCompositor, omtaEnabled,
'AnimationPlayer reports that it is running on the compositor'
+ ' during playback');
@ -52,8 +55,7 @@ player.ready.then(function() {
div.style.animationPlayState = 'paused';
window.getComputedStyle(div).animationPlayState;
// FIXME: When we implement deferred pausing (bug 1109390), we should wait
// on player.ready here.
// FIXME: Likewise, we should wait on AnimationPlayer.ready here too.
window.requestAnimationFrame(function() {
is(player.isRunningOnCompositor, false,
'AnimationPlayer reports that it is NOT running on the compositor'

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@ -16,7 +16,8 @@ async_test(function(t) {
div.style.animation = 'anim 1000s';
var player = div.getAnimationPlayers()[0];
assert_equals(player.playState, 'pending');
assert_equals(player.playState, 'running');
// Bug 927349: Check for pending state here
player.ready.then(t.step_func(function() {
assert_equals(player.playState, 'running');
@ -51,9 +52,8 @@ test(function(t) {
var player = div.getAnimationPlayers()[0];
div.style.animationPlayState = 'running';
// This test also checks that calling playState flushes style
assert_equals(player.playState, 'pending',
'Player.playState reports pending after updating'
+ ' animation-play-state (got: ' + player.playState + ')');
// Bug 927349: Make this check for 'pending'
assert_equals(player.playState, 'running');
}, 'Player.playState updates when resumed by setting style');
</script>

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@ -75,62 +75,4 @@ async_test(function(t) {
});
}, 'The ready promise is fulfilled with its AnimationPlayer');
async_test(function(t) {
var div = addDiv(t);
// Set up pending animation
div.style.animation = 'abc 100s';
var player = div.getAnimationPlayers()[0];
assert_equals(player.playState, 'pending', 'Player is initially pending');
// Set up listeners on ready promise
player.ready.then(t.step_func(function() {
assert_unreached('ready promise is fulfilled');
})).catch(t.step_func(function(err) {
assert_equals(err.name, 'AbortError',
'ready promise is rejected with AbortError');
assert_equals(player.playState, 'idle',
'Player is idle after animation was cancelled');
})).then(t.step_func(function() {
t.done();
}));
// Now cancel the animation and flush styles
div.style.animation = '';
window.getComputedStyle(div).animation;
}, 'ready promise is rejected when an animation is cancelled by resetting'
+ ' the animation property');
async_test(function(t) {
var div = addDiv(t);
// As before, but this time instead of removing all animations, simply update
// the list of animations. At least for Firefox, updating is a different
// code path.
// Set up pending animation
div.style.animation = 'abc 100s';
var player = div.getAnimationPlayers()[0];
assert_equals(player.playState, 'pending', 'Player is initially pending');
// Set up listeners on ready promise
player.ready.then(t.step_func(function() {
assert_unreached('ready promise was fulfilled');
})).catch(t.step_func(function(err) {
assert_equals(err.name, 'AbortError',
'ready promise is rejected with AbortError');
assert_equals(player.playState, 'idle',
'Player is idle after animation was cancelled');
})).then(t.step_func(function() {
t.done();
}));
// Now update the animation and flush styles
div.style.animation = 'def 100s';
window.getComputedStyle(div).animation;
}, 'ready promise is rejected when an animation is cancelled by updating'
+ ' the animation property');
</script>

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@ -35,36 +35,4 @@ async_test(function(t) {
}, 'A new ready promise is created each time play() is called'
+ ' the animation property');
async_test(function(t) {
var div = addDiv(t);
// Set up pending transition
div.style.transform = 'translate(0px)';
window.getComputedStyle(div).transform;
div.style.transition = 'transform 100s';
div.style.transform = 'translate(10px)';
window.getComputedStyle(div).transform;
var player = div.getAnimationPlayers()[0];
assert_equals(player.playState, 'pending', 'Player is initially pending');
// Set up listeners on ready promise
player.ready.then(t.step_func(function() {
assert_unreached('ready promise was fulfilled');
})).catch(t.step_func(function(err) {
assert_equals(err.name, 'AbortError',
'ready promise is rejected with AbortError');
assert_equals(player.playState, 'idle',
'Player is idle after transition was cancelled');
})).then(t.step_func(function() {
t.done();
}));
// Now remove transform from transition-property and flush styles
div.style.transitionProperty = 'none';
window.getComputedStyle(div).transitionProperty;
}, 'ready promise is rejected when a transition is cancelled by updating'
+ ' transition-property');
</script>

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@ -18,5 +18,3 @@ skip-if = buildapp == 'mulet'
[css-transitions/test_animation-target.html]
[css-transitions/test_element-get-animation-players.html]
skip-if = buildapp == 'mulet'
[mozilla/test_deferred_start.html]
skip-if = buildapp == 'mulet' || (buildapp == 'b2g' && toolkit != 'gonk') # bug 1113425

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@ -1,115 +0,0 @@
<!doctype html>
<meta charset=utf-8>
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../testcommon.js"></script>
<div id="log"></div>
<style>
@keyframes empty { }
@keyframes animTransform {
from { transform: translate(0px); }
to { transform: translate(100px); }
}
.target {
// Element needs geometry to be eligible for layerization
width: 100px;
height: 100px;
background-color: white;
}
</style>
<script>
'use strict';
function waitForDocLoad() {
return new Promise(function(resolve, reject) {
if (document.readyState === 'complete') {
resolve();
} else {
window.addEventListener('load', resolve);
}
});
}
async_test(function(t) {
var div = addDiv(t);
var cs = window.getComputedStyle(div);
// 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. 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.
var promiseCallbackDone = false;
waitForDocLoad().then(function() {
div.style.animation = 'empty 1000s';
var player = div.getAnimationPlayers()[0];
player.ready.then(function() {
promiseCallbackDone = true;
}).catch(function() {
assert_unreached('ready promise was rejected');
});
}).then(waitForFrame).then(t.step_func(function() {
assert_true(promiseCallbackDone,
'ready promise callback was called before the next'
+ ' requestAnimationFrame callback');
t.done();
}));
}, 'AnimationPlayer.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
// SpecialWindows.DOMWindowUtils.advanceTimeAndRefresh here since that takes
// us through a different code path.
async_test(function(t) {
// This test only applies to compositor animations
const OMTAPrefKey = 'layers.offmainthreadcomposition.async-animations';
var omtaEnabled = SpecialPowers.DOMWindowUtils.layerManagerRemote &&
SpecialPowers.getBoolPref(OMTAPrefKey);
if (!omtaEnabled) {
t.done();
return;
}
// Setup animation
var div = addDiv(t);
div.classList.add('target');
div.style.animation = 'animTransform 100s -50s forwards';
var player = div.getAnimationPlayers()[0];
player.ready.then(t.step_func(function() {
var transformStr =
SpecialPowers.DOMWindowUtils.getOMTAStyle(div, 'transform');
var 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 + '")');
// If the delay has been applied correctly we should be at least
// half-way through the animation
assert_true(matrixComponents[4] >= 50,
'Animation is at least half-way through on the compositor'
+ ' (got translation of ' + matrixComponents[4] + ')');
t.done();
}));
}, 'Starting an animation with a delay starts from the correct point');
</script>

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@ -2615,7 +2615,7 @@ ElementRestyler::Restyle(nsRestyleHint aRestyleHint)
nsRestyleHint hintToRestore = nsRestyleHint(0);
if (mContent && mContent->IsElement() &&
// If we're resolving from the root of the frame tree (which
// If we're we're resolving from the root of the frame tree (which
// we do in DoRebuildAllStyleData), we need to avoid getting the
// root's restyle data until we get to its primary frame, since
// it's the primary frame that has the styles for the root element
@ -2636,6 +2636,12 @@ ElementRestyler::Restyle(nsRestyleHint aRestyleHint)
}
}
// Some changes to animations don't affect the computed style and yet still
// require the layer to be updated. For example, pausing an animation via
// the Web Animations API won't affect an element's style but still
// requires us to pull the animation off the layer.
AddLayerChangesForAnimation();
// If we are restyling this frame with eRestyle_Self or weaker hints,
// we restyle children with nsRestyleHint(0). But we pass the
// eRestyle_ChangeAnimationPhaseDescendants and eRestyle_ForceDescendants
@ -2688,19 +2694,6 @@ ElementRestyler::Restyle(nsRestyleHint aRestyleHint)
f = GetNextContinuationWithSameStyle(f, oldContext, &haveMoreContinuations);
}
// Some changes to animations don't affect the computed style and yet still
// require the layer to be updated. For example, pausing an animation via
// the Web Animations API won't affect an element's style but still
// requires us to pull the animation off the layer.
//
// Although we only expect this code path to be called when computed style
// is not changing, we can sometimes reach this at the end of a transition
// when the animated style is being removed. Since
// AddLayerChangesForAnimation checks if mFrame has a transform style or not,
// we need to call it *after* calling RestyleSelf to ensure the animated
// transform has been removed first.
AddLayerChangesForAnimation();
if (haveMoreContinuations && hintToRestore) {
// If we have more continuations with different style (e.g., because
// we're inside a ::first-letter or ::first-line), put the restyle

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@ -540,12 +540,8 @@ nsTransitionManager::ConsiderStartingTransition(
segment.mTimingFunction.Init(tf);
nsRefPtr<CSSTransitionPlayer> player = new CSSTransitionPlayer(timeline);
// The order of the following two calls is important since PlayFromStyle
// will add the player to the PendingPlayerTracker of its source content's
// document. When we come to make source writeable (bug 1049975) we should
// remove this dependency.
player->SetSource(pt);
player->PlayFromStyle();
player->SetSource(pt);
if (!aElementTransitions) {
aElementTransitions =

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@ -178,7 +178,6 @@ let AnimationPlayerActor = ActorClass({
*/
play: method(function() {
this.player.play();
return this.player.ready;
}, {
request: {},
response: {}

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@ -38,11 +38,8 @@ function* playStateIsUpdatedDynamically(walker, front) {
let [player] = yield front.getAnimationPlayersForNode(node);
// Bug 1113091 - We should wait for the player to become ready then
// test for the "running" state only
ok(player.initialState.playState == "running" ||
player.initialState.playState == "pending",
"The playState is running or pending while the transition is running");
is(player.initialState.playState, "running",
"The playState is running while the transition is running");
info("Wait until the animation stops (more than 1000ms)");
yield wait(1500); // Waiting 1.5sec for good measure