/* -*- 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/LayerAnimationInfo.h" // for GetCSSPropertiesFor() #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(); mAnimationRenderRoots.Clear(); } void CompositorAnimationStorage::ClearById(const uint64_t& aId) { MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread()); mAnimatedValues.Remove(aId); mAnimations.Remove(aId); mAnimationRenderRoots.Remove(aId); } AnimatedValue* CompositorAnimationStorage::GetAnimatedValue( const uint64_t& aId) const { MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread()); return mAnimatedValues.Get(aId); } 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::COLOR: omtaValue = animatedValue->mColor; break; 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(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, nscolor aColor) { MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread()); auto count = mAnimatedValues.Count(); AnimatedValue* value = mAnimatedValues.LookupOrAdd(aId, aColor); if (count == mAnimatedValues.Count()) { MOZ_ASSERT(value->mType == AnimatedValue::COLOR); value->mColor = aColor; } } 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; } } nsTArray* CompositorAnimationStorage::GetAnimations( const uint64_t& aId) const { MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread()); return mAnimations.Get(aId); } void CompositorAnimationStorage::SetAnimations(uint64_t aId, const AnimationArray& aValue, wr::RenderRoot aRenderRoot) { MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread()); mAnimations.Put(aId, new nsTArray( AnimationHelper::ExtractAnimations(aValue))); mAnimationRenderRoots.Put(aId, aRenderRoot); } enum class CanSkipCompose { IfPossible, No, }; static AnimationHelper::SampleResult SampleAnimationForProperty( TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime, const AnimatedValue* aPreviousValue, CanSkipCompose aCanSkipCompose, nsTArray& aPropertyAnimations, RefPtr& aAnimationValue) { MOZ_ASSERT(!aPropertyAnimations.IsEmpty(), "Should have 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 animations override earlier ones. for (PropertyAnimation& animation : aPropertyAnimations) { MOZ_ASSERT( (!animation.mOriginTime.IsNull() && animation.mStartTime.isSome()) || animation.mIsNotPlaying, "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 conditions 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.mIsNotPlaying && !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.mOriginTime + (animation.mStartTime.ref() + animation.mHoldTime.MultDouble(1.0 / animation.mPlaybackRate)); 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.mIsNotPlaying || animation.mStartTime.isNothing() ? animation.mHoldTime : (timeStamp - animation.mOriginTime - animation.mStartTime.ref()) .MultDouble(animation.mPlaybackRate); ComputedTiming computedTiming = dom::AnimationEffect::GetComputedTimingAt( dom::Nullable(elapsedDuration), animation.mTiming, animation.mPlaybackRate); if (computedTiming.mProgress.IsNull()) { continue; } dom::IterationCompositeOperation iterCompositeOperation = animation.mIterationComposite; // Skip calculation 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 and multiple properties. if (aCanSkipCompose == CanSkipCompose::IfPossible && !dom::KeyframeEffect::HasComputedTimingChanged( computedTiming, iterCompositeOperation, animation.mProgressOnLastCompose, animation.mCurrentIterationOnLastCompose)) { #ifdef DEBUG shouldBeSkipped = true; #else return AnimationHelper::SampleResult::Skipped; #endif } uint32_t segmentIndex = 0; size_t segmentSize = animation.mSegments.Length(); PropertyAnimation::SegmentData* segment = animation.mSegments.Elements(); while (segment->mEndPortion < computedTiming.mProgress.Value() && segmentIndex < segmentSize - 1) { ++segment; ++segmentIndex; } double positionInSegment = (computedTiming.mProgress.Value() - segment->mStartPortion) / (segment->mEndPortion - segment->mStartPortion); double portion = ComputedTimingFunction::GetPortion( segment->mFunction, positionInSegment, computedTiming.mBeforeFlag); // Like above optimization, skip calculation 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 tabs or frame based // animations). // FIXME Bug 1455476: Like the above optimization, we should apply this // optimizations for multiple animation cases and multiple properties as // well. if (aCanSkipCompose == CanSkipCompose::IfPossible && animation.mSegmentIndexOnLastCompose == segmentIndex && !animation.mPortionInSegmentOnLastCompose.IsNull() && animation.mPortionInSegmentOnLastCompose.Value() == portion) { #ifdef DEBUG shouldBeSkipped = true; #else return AnimationHelper::SampleResult::Skipped; #endif } AnimationPropertySegment animSegment; animSegment.mFromKey = 0.0; animSegment.mToKey = 1.0; animSegment.mFromValue = AnimationValue(segment->mStartValue); animSegment.mToValue = AnimationValue(segment->mEndValue); animSegment.mFromComposite = segment->mStartComposite; animSegment.mToComposite = segment->mEndComposite; // interpolate the property aAnimationValue = Servo_ComposeAnimationSegment( &animSegment, aAnimationValue, animation.mSegments.LastElement().mEndValue, iterCompositeOperation, portion, computedTiming.mCurrentIteration) .Consume(); #ifdef DEBUG if (shouldBeSkipped) { return AnimationHelper::SampleResult::Skipped; } #endif hasInEffectAnimations = true; animation.mProgressOnLastCompose = computedTiming.mProgress; animation.mCurrentIterationOnLastCompose = computedTiming.mCurrentIteration; animation.mSegmentIndexOnLastCompose = segmentIndex; animation.mPortionInSegmentOnLastCompose.SetValue(portion); } return hasInEffectAnimations ? AnimationHelper::SampleResult::Sampled : AnimationHelper::SampleResult::None; } AnimationHelper::SampleResult AnimationHelper::SampleAnimationForEachNode( TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime, const AnimatedValue* aPreviousValue, nsTArray& aPropertyAnimationGroups, nsTArray>& aAnimationValues /* out */) { MOZ_ASSERT(!aPropertyAnimationGroups.IsEmpty(), "Should be called with animation data"); MOZ_ASSERT(aAnimationValues.IsEmpty(), "Should be called with empty aAnimationValues"); for (PropertyAnimationGroup& group : aPropertyAnimationGroups) { // Initialize animation value with base style. RefPtr currValue = group.mBaseStyle; CanSkipCompose canSkipCompose = aPropertyAnimationGroups.Length() == 1 && group.mAnimations.Length() == 1 ? CanSkipCompose::IfPossible : CanSkipCompose::No; SampleResult result = SampleAnimationForProperty( aPreviousFrameTime, aCurrentFrameTime, aPreviousValue, canSkipCompose, group.mAnimations, currValue); // FIXME: Bug 1455476: Do optimization for multiple properties. For now, // the result is skipped only if the property count == 1. if (result == SampleResult::Skipped) { #ifdef DEBUG aAnimationValues.AppendElement(std::move(currValue)); #endif return SampleResult::Skipped; } if (result != SampleResult::Sampled) { continue; } // Insert the interpolation result into the output array. MOZ_ASSERT(currValue); aAnimationValues.AppendElement(std::move(currValue)); } #ifdef DEBUG // Sanity check that all of animation data are the same. const Maybe& lastData = aPropertyAnimationGroups.LastElement().mAnimationData; for (const PropertyAnimationGroup& group : aPropertyAnimationGroups) { const Maybe& data = group.mAnimationData; MOZ_ASSERT(data.isSome() == lastData.isSome(), "The type of AnimationData should be the same"); if (data.isNothing()) { continue; } MOZ_ASSERT(data.isSome()); const TransformData& transformData = data.ref(); const TransformData& lastTransformData = lastData.ref(); 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 aAnimationValues.IsEmpty() ? SampleResult::None : SampleResult::Sampled; } static dom::FillMode GetAdjustedFillMode(const Animation& aAnimation) { // Adjust fill mode 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. auto fillMode = static_cast(aAnimation.fillMode()); float playbackRate = aAnimation.playbackRate(); switch (fillMode) { case dom::FillMode::None: if (playbackRate > 0) { fillMode = dom::FillMode::Forwards; } else if (playbackRate < 0) { fillMode = dom::FillMode::Backwards; } break; case dom::FillMode::Backwards: if (playbackRate > 0) { fillMode = dom::FillMode::Both; } break; case dom::FillMode::Forwards: if (playbackRate < 0) { fillMode = dom::FillMode::Both; } break; default: break; } return fillMode; } nsTArray AnimationHelper::ExtractAnimations( const AnimationArray& aAnimations) { nsTArray propertyAnimationGroupArray; nsCSSPropertyID prevID = eCSSProperty_UNKNOWN; PropertyAnimationGroup* currData = nullptr; DebugOnly currBaseStyle = nullptr; for (const Animation& animation : aAnimations) { // Animations with same property are grouped together, so we can just // check if the current property is the same as the previous one for // knowing this is a new group. if (prevID != animation.property()) { // Got a different group, we should create a different array. currData = propertyAnimationGroupArray.AppendElement(); currData->mProperty = animation.property(); currData->mAnimationData = animation.data(); prevID = animation.property(); // Reset the debug pointer. currBaseStyle = nullptr; } MOZ_ASSERT(currData); if (animation.baseStyle().type() != Animatable::Tnull_t) { MOZ_ASSERT(!currBaseStyle || *currBaseStyle == animation.baseStyle(), "Should be the same base style"); currData->mBaseStyle = AnimationValue::FromAnimatable( animation.property(), animation.baseStyle()); currBaseStyle = &animation.baseStyle(); } PropertyAnimation* propertyAnimation = currData->mAnimations.AppendElement(); propertyAnimation->mOriginTime = animation.originTime(); propertyAnimation->mStartTime = animation.startTime(); propertyAnimation->mHoldTime = animation.holdTime(); propertyAnimation->mPlaybackRate = animation.playbackRate(); propertyAnimation->mIterationComposite = static_cast( animation.iterationComposite()); propertyAnimation->mIsNotPlaying = animation.isNotPlaying(); propertyAnimation->mTiming = TimingParams{animation.duration(), animation.delay(), animation.endDelay(), animation.iterations(), animation.iterationStart(), static_cast(animation.direction()), GetAdjustedFillMode(animation), AnimationUtils::TimingFunctionToComputedTimingFunction( animation.easingFunction())}; nsTArray& segmentData = propertyAnimation->mSegments; for (const AnimationSegment& segment : animation.segments()) { segmentData.AppendElement(PropertyAnimation::SegmentData{ AnimationValue::FromAnimatable(animation.property(), segment.startState()), AnimationValue::FromAnimatable(animation.property(), segment.endState()), AnimationUtils::TimingFunctionToComputedTimingFunction( segment.sampleFn()), segment.startPortion(), segment.endPortion(), static_cast(segment.startComposite()), static_cast(segment.endComposite())}); } } #ifdef DEBUG // Sanity check that the grouped animation data is correct by looking at the // property set. if (!propertyAnimationGroupArray.IsEmpty()) { nsCSSPropertyIDSet seenProperties; for (const auto& group : propertyAnimationGroupArray) { nsCSSPropertyID id = group.mProperty; MOZ_ASSERT(!seenProperties.HasProperty(id), "Should be a new property"); seenProperties.AddProperty(id); } MOZ_ASSERT( seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor( DisplayItemType::TYPE_TRANSFORM)) || seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor( DisplayItemType::TYPE_OPACITY)) || seenProperties.IsSubsetOf(LayerAnimationInfo::GetCSSPropertiesFor( DisplayItemType::TYPE_BACKGROUND_COLOR)), "The property set of output should be the subset of transform-like " "properties, opacity, or background_color."); } #endif return propertyAnimationGroupArray; } uint64_t AnimationHelper::GetNextCompositorAnimationsId() { static uint32_t sNextId = 0; ++sNextId; uint32_t procId = static_cast(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()) { auto& propertyAnimationGroups = *iter.UserData(); if (propertyAnimationGroups.IsEmpty()) { continue; } isAnimating = true; nsTArray> animationValues; AnimatedValue* previousValue = aStorage->GetAnimatedValue(iter.Key()); AnimationHelper::SampleResult sampleResult = AnimationHelper::SampleAnimationForEachNode( aPreviousFrameTime, aCurrentFrameTime, previousValue, propertyAnimationGroups, animationValues); if (sampleResult != AnimationHelper::SampleResult::Sampled) { continue; } const PropertyAnimationGroup& lastPropertyAnimationGroup = propertyAnimationGroups.LastElement(); // Store the AnimatedValue switch (lastPropertyAnimationGroup.mProperty) { case eCSSProperty_opacity: { MOZ_ASSERT(animationValues.Length() == 1); aStorage->SetAnimatedValue( iter.Key(), Servo_AnimationValue_GetOpacity(animationValues[0])); break; } case eCSSProperty_rotate: case eCSSProperty_scale: case eCSSProperty_translate: case eCSSProperty_transform: { const TransformData& transformData = lastPropertyAnimationGroup.mAnimationData.ref(); gfx::Matrix4x4 transform = ServoAnimationValueToMatrix4x4(animationValues, transformData); 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, transformData.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; } gfx::Matrix4x4 AnimationHelper::ServoAnimationValueToMatrix4x4( const nsTArray>& aValues, const TransformData& aTransformData) { // FIXME: Bug 1457033: We should convert servo's animation value to matrix // directly without nsCSSValueSharedList. // TODO: Bug 1429305: Support compositor animations for motion-path. RefPtr transform, translate, rotate, scale; for (const auto& value : aValues) { MOZ_ASSERT(value); RefPtr list; nsCSSPropertyID id = Servo_AnimationValue_GetTransform(value, &list); switch (id) { case eCSSProperty_transform: MOZ_ASSERT(!transform); transform = list.forget(); break; case eCSSProperty_translate: MOZ_ASSERT(!translate); translate = list.forget(); break; case eCSSProperty_rotate: MOZ_ASSERT(!rotate); rotate = list.forget(); break; case eCSSProperty_scale: MOZ_ASSERT(!scale); scale = list.forget(); break; default: MOZ_ASSERT_UNREACHABLE("Unsupported transform-like property"); } } RefPtr individualList = nsStyleDisplay::GenerateCombinedIndividualTransform(translate, rotate, scale); // We expect all our transform data to arrive in device pixels gfx::Point3D transformOrigin = aTransformData.transformOrigin(); nsDisplayTransform::FrameTransformProperties props( std::move(individualList), std::move(transform), transformOrigin); return nsDisplayTransform::GetResultingTransformMatrix( props, aTransformData.origin(), aTransformData.appUnitsPerDevPixel(), 0, &aTransformData.bounds()); } } // namespace layers } // namespace mozilla