/* -*- 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/. */ #ifndef mozilla_layers_AnimationHelper_h #define mozilla_layers_AnimationHelper_h #include "mozilla/dom/Nullable.h" #include "mozilla/ComputedTimingFunction.h" // for ComputedTimingFunction #include "mozilla/layers/LayersMessages.h" // for TransformData, etc #include "mozilla/TimeStamp.h" // for TimeStamp #include "mozilla/TimingParams.h" #include "X11UndefineNone.h" namespace mozilla { struct AnimationValue; namespace layers { class Animation; typedef InfallibleTArray AnimationArray; struct AnimData { InfallibleTArray> mStartValues; InfallibleTArray> mEndValues; InfallibleTArray> mFunctions; TimingParams mTiming; // These two variables correspond to the variables of the same name in // KeyframeEffectReadOnly and are used for the same purpose: to skip composing // animations whose progress has not changed. dom::Nullable mProgressOnLastCompose; uint64_t mCurrentIterationOnLastCompose = 0; // These two variables are used for a similar optimization above but are // applied to the timing function in each keyframe. uint32_t mSegmentIndexOnLastCompose = 0; dom::Nullable mPortionInSegmentOnLastCompose; }; struct AnimationTransform { /* * This transform is calculated from sampleanimation in device pixel * and used by compositor. */ gfx::Matrix4x4 mTransformInDevSpace; /* * This transform is calculated from frame and used by getOMTAStyle() * for OMTA testing. */ gfx::Matrix4x4 mFrameTransform; TransformData mData; }; struct AnimatedValue { enum { TRANSFORM, OPACITY, NONE } mType {NONE}; union { AnimationTransform mTransform; float mOpacity; }; AnimatedValue(gfx::Matrix4x4&& aTransformInDevSpace, gfx::Matrix4x4&& aFrameTransform, const TransformData& aData) : mType(AnimatedValue::TRANSFORM) { mTransform.mTransformInDevSpace = std::move(aTransformInDevSpace); mTransform.mFrameTransform = std::move(aFrameTransform); mTransform.mData = aData; } explicit AnimatedValue(const float& aValue) : mType(AnimatedValue::OPACITY) , mOpacity(aValue) { } ~AnimatedValue() {} private: AnimatedValue() = delete; }; // CompositorAnimationStorage stores the animations and animated values // keyed by a CompositorAnimationsId. The "animations" are a representation of // an entire animation over time, while the "animated values" are values sampled // from the animations at a particular point in time. // // There is one CompositorAnimationStorage per CompositorBridgeParent (i.e. // one per browser window), and the CompositorAnimationsId key is unique within // a particular CompositorAnimationStorage instance. // // Each layer which has animations gets a CompositorAnimationsId key, and reuses // that key during its lifetime. Likewise, in layers-free webrender, a display // item that is animated (e.g. nsDisplayTransform) gets a CompositorAnimationsId // key and reuses that key (it persists the key via the frame user-data // mechanism). class CompositorAnimationStorage final { typedef nsClassHashtable AnimatedValueTable; typedef nsClassHashtable AnimationsTable; NS_INLINE_DECL_THREADSAFE_REFCOUNTING(CompositorAnimationStorage) public: /** * Set the animation transform based on the unique id and also * set up |aFrameTransform| and |aData| for OMTA testing */ void SetAnimatedValue(uint64_t aId, gfx::Matrix4x4&& aTransformInDevSpace, gfx::Matrix4x4&& aFrameTransform, const TransformData& aData); /** * Set the animation transform in device pixel based on the unique id */ void SetAnimatedValue(uint64_t aId, gfx::Matrix4x4&& aTransformInDevSpace); /** * Set the animation opacity based on the unique id */ void SetAnimatedValue(uint64_t aId, const float& aOpacity); /** * Return the animated value if a given id can map to its animated value */ AnimatedValue* GetAnimatedValue(const uint64_t& aId) const; OMTAValue GetOMTAValue(const uint64_t& aId) const; /** * Return the iterator of animated value table */ AnimatedValueTable::Iterator ConstAnimatedValueTableIter() const { return mAnimatedValues.ConstIter(); } uint32_t AnimatedValueCount() const { return mAnimatedValues.Count(); } /** * Set the animations based on the unique id */ void SetAnimations(uint64_t aId, const AnimationArray& aAnimations); /** * Return the animations if a given id can map to its animations */ AnimationArray* GetAnimations(const uint64_t& aId) const; /** * Return the iterator of animations table */ AnimationsTable::Iterator ConstAnimationsTableIter() const { return mAnimations.ConstIter(); } uint32_t AnimationsCount() const { return mAnimations.Count(); } /** * Clear AnimatedValues and Animations data */ void Clear(); void ClearById(const uint64_t& aId); private: ~CompositorAnimationStorage() { }; private: AnimatedValueTable mAnimatedValues; AnimationsTable mAnimations; }; /** * This utility class allows reusing code between the webrender and * non-webrender compositor-side implementations. It provides * utility functions for sampling animations at particular timestamps. */ class AnimationHelper { public: enum class SampleResult { None, Skipped, Sampled }; /** * Sample animations based on a given time stamp for a element(layer) with * its animation data. * Generally |aPreviousFrameTimeStamp| is used for the sampling if it's * supplied to make the animation more in sync with other animations on the * main-thread. But in the case where the animation just started at the time * when the animation was sent to the compositor, |aCurrentTime| is used for * the sampling instead to avoid flickering the animation. * * Returns SampleResult::None if none of the animations are producing a result * (e.g. they are in the delay phase with no backwards fill), * SampleResult::Skipped if the animation output did not change since the last * call of this function, * SampleResult::Sampled if the animation output was updated. */ static SampleResult SampleAnimationForEachNode(TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime, AnimationArray& aAnimations, InfallibleTArray& aAnimationData, RefPtr& aAnimationValue, const AnimatedValue* aPreviousValue); /** * Populates AnimData stuctures into |aAnimData| and |aBaseAnimationStyle| * based on |aAnimations|. */ static void SetAnimations(AnimationArray& aAnimations, InfallibleTArray& aAnimData, RefPtr& aBaseAnimationStyle); /** * Get a unique id to represent the compositor animation between child * and parent side. This id will be used as a key to store animation * data in the CompositorAnimationStorage per compositor. * Each layer on the content side calls this when it gets new animation * data. */ static uint64_t GetNextCompositorAnimationsId(); /** * Sample animation based a given time stamp |aTime| and the animation * data inside CompositorAnimationStorage |aStorage|. The animated values * after sampling will be stored in CompositorAnimationStorage as well. * * Returns true if there is any animation. * Note that even if there are only in-delay phase animations (i.e. not * visually effective), this function returns true to ensure we composite * again on the next tick. */ static bool SampleAnimations(CompositorAnimationStorage* aStorage, TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime); }; } // namespace layers } // namespace mozilla #endif // mozilla_layers_AnimationHelper_h