gecko-dev/gfx/layers/AnimationHelper.cpp

625 строки
24 KiB
C++

/* -*- 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/AnimationEffectReadOnlyBinding.h" // for dom::FillMode
#include "mozilla/dom/KeyframeEffectBinding.h" // for dom::IterationComposite
#include "mozilla/dom/KeyframeEffectReadOnly.h" // for dom::KeyFrameEffectReadOnly
#include "mozilla/layers/CompositorThread.h" // for CompositorThreadHolder
#include "mozilla/layers/LayerAnimationUtils.h" // for TimingFunctionToComputedTimingFunction
#include "mozilla/StyleAnimationValue.h" // for StyleAnimationValue, etc
#include "nsDeviceContext.h" // for AppUnitsPerCSSPixel
#include "nsDisplayList.h" // for nsDisplayTransform, etc
namespace mozilla {
namespace layers {
struct StyleAnimationValueCompositePair {
StyleAnimationValue mValue;
dom::CompositeOperation mComposite;
};
void
CompositorAnimationStorage::Clear()
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimatedValues.Clear();
mAnimations.Clear();
}
void
CompositorAnimationStorage::ClearById(const uint64_t& aId)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
mAnimatedValues.Remove(aId);
mAnimations.Remove(aId);
}
AnimatedValue*
CompositorAnimationStorage::GetAnimatedValue(const uint64_t& aId) const
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
return mAnimatedValues.Get(aId);
}
Maybe<float>
CompositorAnimationStorage::GetAnimationOpacity(const uint64_t& aId) const
{
auto value = GetAnimatedValue(aId);
if (!value || value->mType != AnimatedValue::OPACITY) {
return Nothing();
}
return Some(value->mOpacity);
}
Maybe<gfx::Matrix4x4>
CompositorAnimationStorage::GetAnimationTransform(const uint64_t& aId) const
{
auto value = GetAnimatedValue(aId);
if (!value || value->mType != AnimatedValue::TRANSFORM) {
return Nothing();
}
gfx::Matrix4x4 transform = value->mTransform.mFrameTransform;
const TransformData& data = value->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(nsDeviceContext::AppUnitsPerCSSPixel());
transform._41 *= devPerCss;
transform._42 *= devPerCss;
transform._43 *= devPerCss;
return Some(transform);
}
void
CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
gfx::Matrix4x4&& aTransformInDevSpace,
gfx::Matrix4x4&& aFrameTransform,
const TransformData& aData)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
AnimatedValue* value = new AnimatedValue(Move(aTransformInDevSpace),
Move(aFrameTransform),
aData);
mAnimatedValues.Put(aId, value);
}
void
CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
gfx::Matrix4x4&& aTransformInDevSpace)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
const TransformData dontCare = {};
AnimatedValue* value = new AnimatedValue(Move(aTransformInDevSpace),
gfx::Matrix4x4(),
dontCare);
mAnimatedValues.Put(aId, value);
}
void
CompositorAnimationStorage::SetAnimatedValue(uint64_t aId,
const float& aOpacity)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
AnimatedValue* value = new AnimatedValue(aOpacity);
mAnimatedValues.Put(aId, value);
}
AnimationArray*
CompositorAnimationStorage::GetAnimations(const uint64_t& aId) const
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
return mAnimations.Get(aId);
}
void
CompositorAnimationStorage::SetAnimations(uint64_t aId, const AnimationArray& aValue)
{
MOZ_ASSERT(CompositorThreadHolder::IsInCompositorThread());
AnimationArray* value = new AnimationArray(aValue);
mAnimations.Put(aId, value);
}
static StyleAnimationValue
SampleValue(double aPortion, const layers::Animation& aAnimation,
const StyleAnimationValueCompositePair& aStart,
const StyleAnimationValueCompositePair& aEnd,
const StyleAnimationValue& aLastValue,
uint64_t aCurrentIteration,
const StyleAnimationValue& aUnderlyingValue)
{
NS_ASSERTION(aStart.mValue.IsNull() || aEnd.mValue.IsNull() ||
aStart.mValue.GetUnit() == aEnd.mValue.GetUnit(),
"Must have same unit");
StyleAnimationValue startValue =
dom::KeyframeEffectReadOnly::CompositeValue(aAnimation.property(),
aStart.mValue,
aUnderlyingValue,
aStart.mComposite);
StyleAnimationValue endValue =
dom::KeyframeEffectReadOnly::CompositeValue(aAnimation.property(),
aEnd.mValue,
aUnderlyingValue,
aEnd.mComposite);
// Iteration composition for accumulate
if (static_cast<dom::IterationCompositeOperation>
(aAnimation.iterationComposite()) ==
dom::IterationCompositeOperation::Accumulate &&
aCurrentIteration > 0) {
// FIXME: Bug 1293492: Add a utility function to calculate both of
// below StyleAnimationValues.
startValue =
StyleAnimationValue::Accumulate(aAnimation.property(),
aLastValue.IsNull()
? aUnderlyingValue
: aLastValue,
Move(startValue),
aCurrentIteration);
endValue =
StyleAnimationValue::Accumulate(aAnimation.property(),
aLastValue.IsNull()
? aUnderlyingValue
: aLastValue,
Move(endValue),
aCurrentIteration);
}
StyleAnimationValue interpolatedValue;
// This should never fail because we only pass transform and opacity values
// to the compositor and they should never fail to interpolate.
DebugOnly<bool> uncomputeResult =
StyleAnimationValue::Interpolate(aAnimation.property(),
startValue, endValue,
aPortion, interpolatedValue);
MOZ_ASSERT(uncomputeResult, "could not uncompute value");
return interpolatedValue;
}
bool
AnimationHelper::SampleAnimationForEachNode(TimeStamp aTime,
AnimationArray& aAnimations,
InfallibleTArray<AnimData>& aAnimationData,
StyleAnimationValue& aAnimationValue,
bool& aHasInEffectAnimations)
{
bool activeAnimations = false;
if (aAnimations.IsEmpty()) {
return activeAnimations;
}
// Process in order, since later aAnimations override earlier ones.
for (size_t i = 0, iEnd = aAnimations.Length(); i < iEnd; ++i) {
Animation& animation = aAnimations[i];
AnimData& animData = aAnimationData[i];
activeAnimations = true;
MOZ_ASSERT((!animation.originTime().IsNull() &&
animation.startTime().type() ==
MaybeTimeDuration::TTimeDuration) ||
animation.isNotPlaying(),
"If we are playing, we should have an origin time and a start"
" time");
// 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.isNotPlaying() ||
animation.startTime().type() != MaybeTimeDuration::TTimeDuration
? animation.holdTime()
: (aTime - animation.originTime() -
animation.startTime().get_TimeDuration())
.MultDouble(animation.playbackRate());
TimingParams timing {
animation.duration(),
animation.delay(),
animation.endDelay(),
animation.iterations(),
animation.iterationStart(),
static_cast<dom::PlaybackDirection>(animation.direction()),
static_cast<dom::FillMode>(animation.fillMode()),
Move(AnimationUtils::TimingFunctionToComputedTimingFunction(
animation.easingFunction()))
};
ComputedTiming computedTiming =
dom::AnimationEffectReadOnly::GetComputedTimingAt(
Nullable<TimeDuration>(elapsedDuration), timing,
animation.playbackRate());
if (computedTiming.mProgress.IsNull()) {
continue;
}
uint32_t segmentIndex = 0;
size_t segmentSize = animation.segments().Length();
AnimationSegment* segment = animation.segments().Elements();
while (segment->endPortion() < computedTiming.mProgress.Value() &&
segmentIndex < segmentSize - 1) {
++segment;
++segmentIndex;
}
double positionInSegment =
(computedTiming.mProgress.Value() - segment->startPortion()) /
(segment->endPortion() - segment->startPortion());
double portion =
ComputedTimingFunction::GetPortion(animData.mFunctions[segmentIndex],
positionInSegment,
computedTiming.mBeforeFlag);
StyleAnimationValueCompositePair from {
animData.mStartValues[segmentIndex],
static_cast<dom::CompositeOperation>(segment->startComposite())
};
StyleAnimationValueCompositePair to {
animData.mEndValues[segmentIndex],
static_cast<dom::CompositeOperation>(segment->endComposite())
};
// interpolate the property
aAnimationValue = SampleValue(portion,
animation,
from, to,
animData.mEndValues.LastElement(),
computedTiming.mCurrentIteration,
aAnimationValue);
aHasInEffectAnimations = true;
}
#ifdef DEBUG
// Sanity check that all of animation data are the same.
const AnimationData& lastData = aAnimations.LastElement().data();
for (const Animation& animation : aAnimations) {
const AnimationData& data = animation.data();
MOZ_ASSERT(data.type() == lastData.type(),
"The type of AnimationData should be the same");
if (data.type() == AnimationData::Tnull_t) {
continue;
}
MOZ_ASSERT(data.type() == AnimationData::TTransformData);
const TransformData& transformData = data.get_TransformData();
const TransformData& lastTransformData = lastData.get_TransformData();
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 activeAnimations;
}
static inline void
SetCSSAngle(const CSSAngle& aAngle, nsCSSValue& aValue)
{
aValue.SetFloatValue(aAngle.value(), nsCSSUnit(aAngle.unit()));
}
static nsCSSValueSharedList*
CreateCSSValueList(const InfallibleTArray<TransformFunction>& aFunctions)
{
nsAutoPtr<nsCSSValueList> result;
nsCSSValueList** resultTail = getter_Transfers(result);
for (uint32_t i = 0; i < aFunctions.Length(); i++) {
RefPtr<nsCSSValue::Array> arr;
switch (aFunctions[i].type()) {
case TransformFunction::TRotationX:
{
const CSSAngle& angle = aFunctions[i].get_RotationX().angle();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_rotatex,
resultTail);
SetCSSAngle(angle, arr->Item(1));
break;
}
case TransformFunction::TRotationY:
{
const CSSAngle& angle = aFunctions[i].get_RotationY().angle();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_rotatey,
resultTail);
SetCSSAngle(angle, arr->Item(1));
break;
}
case TransformFunction::TRotationZ:
{
const CSSAngle& angle = aFunctions[i].get_RotationZ().angle();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_rotatez,
resultTail);
SetCSSAngle(angle, arr->Item(1));
break;
}
case TransformFunction::TRotation:
{
const CSSAngle& angle = aFunctions[i].get_Rotation().angle();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_rotate,
resultTail);
SetCSSAngle(angle, arr->Item(1));
break;
}
case TransformFunction::TRotation3D:
{
float x = aFunctions[i].get_Rotation3D().x();
float y = aFunctions[i].get_Rotation3D().y();
float z = aFunctions[i].get_Rotation3D().z();
const CSSAngle& angle = aFunctions[i].get_Rotation3D().angle();
arr =
StyleAnimationValue::AppendTransformFunction(eCSSKeyword_rotate3d,
resultTail);
arr->Item(1).SetFloatValue(x, eCSSUnit_Number);
arr->Item(2).SetFloatValue(y, eCSSUnit_Number);
arr->Item(3).SetFloatValue(z, eCSSUnit_Number);
SetCSSAngle(angle, arr->Item(4));
break;
}
case TransformFunction::TScale:
{
arr =
StyleAnimationValue::AppendTransformFunction(eCSSKeyword_scale3d,
resultTail);
arr->Item(1).SetFloatValue(aFunctions[i].get_Scale().x(), eCSSUnit_Number);
arr->Item(2).SetFloatValue(aFunctions[i].get_Scale().y(), eCSSUnit_Number);
arr->Item(3).SetFloatValue(aFunctions[i].get_Scale().z(), eCSSUnit_Number);
break;
}
case TransformFunction::TTranslation:
{
arr =
StyleAnimationValue::AppendTransformFunction(eCSSKeyword_translate3d,
resultTail);
arr->Item(1).SetFloatValue(aFunctions[i].get_Translation().x(), eCSSUnit_Pixel);
arr->Item(2).SetFloatValue(aFunctions[i].get_Translation().y(), eCSSUnit_Pixel);
arr->Item(3).SetFloatValue(aFunctions[i].get_Translation().z(), eCSSUnit_Pixel);
break;
}
case TransformFunction::TSkewX:
{
const CSSAngle& x = aFunctions[i].get_SkewX().x();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_skewx,
resultTail);
SetCSSAngle(x, arr->Item(1));
break;
}
case TransformFunction::TSkewY:
{
const CSSAngle& y = aFunctions[i].get_SkewY().y();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_skewy,
resultTail);
SetCSSAngle(y, arr->Item(1));
break;
}
case TransformFunction::TSkew:
{
const CSSAngle& x = aFunctions[i].get_Skew().x();
const CSSAngle& y = aFunctions[i].get_Skew().y();
arr = StyleAnimationValue::AppendTransformFunction(eCSSKeyword_skew,
resultTail);
SetCSSAngle(x, arr->Item(1));
SetCSSAngle(y, arr->Item(2));
break;
}
case TransformFunction::TTransformMatrix:
{
arr =
StyleAnimationValue::AppendTransformFunction(eCSSKeyword_matrix3d,
resultTail);
const gfx::Matrix4x4& matrix = aFunctions[i].get_TransformMatrix().value();
arr->Item(1).SetFloatValue(matrix._11, eCSSUnit_Number);
arr->Item(2).SetFloatValue(matrix._12, eCSSUnit_Number);
arr->Item(3).SetFloatValue(matrix._13, eCSSUnit_Number);
arr->Item(4).SetFloatValue(matrix._14, eCSSUnit_Number);
arr->Item(5).SetFloatValue(matrix._21, eCSSUnit_Number);
arr->Item(6).SetFloatValue(matrix._22, eCSSUnit_Number);
arr->Item(7).SetFloatValue(matrix._23, eCSSUnit_Number);
arr->Item(8).SetFloatValue(matrix._24, eCSSUnit_Number);
arr->Item(9).SetFloatValue(matrix._31, eCSSUnit_Number);
arr->Item(10).SetFloatValue(matrix._32, eCSSUnit_Number);
arr->Item(11).SetFloatValue(matrix._33, eCSSUnit_Number);
arr->Item(12).SetFloatValue(matrix._34, eCSSUnit_Number);
arr->Item(13).SetFloatValue(matrix._41, eCSSUnit_Number);
arr->Item(14).SetFloatValue(matrix._42, eCSSUnit_Number);
arr->Item(15).SetFloatValue(matrix._43, eCSSUnit_Number);
arr->Item(16).SetFloatValue(matrix._44, eCSSUnit_Number);
break;
}
case TransformFunction::TPerspective:
{
float perspective = aFunctions[i].get_Perspective().value();
arr =
StyleAnimationValue::AppendTransformFunction(eCSSKeyword_perspective,
resultTail);
arr->Item(1).SetFloatValue(perspective, eCSSUnit_Pixel);
break;
}
default:
NS_ASSERTION(false, "All functions should be implemented?");
}
}
if (aFunctions.Length() == 0) {
result = new nsCSSValueList();
result->mValue.SetNoneValue();
}
return new nsCSSValueSharedList(result.forget());
}
static StyleAnimationValue
ToStyleAnimationValue(const Animatable& aAnimatable)
{
StyleAnimationValue result;
switch (aAnimatable.type()) {
case Animatable::Tnull_t:
break;
case Animatable::TArrayOfTransformFunction: {
const InfallibleTArray<TransformFunction>& transforms =
aAnimatable.get_ArrayOfTransformFunction();
result.SetTransformValue(CreateCSSValueList(transforms));
break;
}
case Animatable::Tfloat:
result.SetFloatValue(aAnimatable.get_float());
break;
default:
MOZ_ASSERT_UNREACHABLE("Unsupported type");
}
return result;
}
void
AnimationHelper::SetAnimations(AnimationArray& aAnimations,
InfallibleTArray<AnimData>& aAnimData,
StyleAnimationValue& aBaseAnimationStyle)
{
for (uint32_t i = 0; i < aAnimations.Length(); i++) {
Animation& animation = aAnimations[i];
// Adjust fill mode to fill forwards 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
switch (static_cast<dom::FillMode>(animation.fillMode())) {
case dom::FillMode::None:
animation.fillMode() = static_cast<uint8_t>(dom::FillMode::Forwards);
break;
case dom::FillMode::Backwards:
animation.fillMode() = static_cast<uint8_t>(dom::FillMode::Both);
break;
default:
break;
}
if (animation.baseStyle().type() != Animatable::Tnull_t) {
aBaseAnimationStyle = ToStyleAnimationValue(animation.baseStyle());
}
AnimData* data = aAnimData.AppendElement();
InfallibleTArray<Maybe<ComputedTimingFunction>>& functions =
data->mFunctions;
InfallibleTArray<StyleAnimationValue>& startValues = data->mStartValues;
InfallibleTArray<StyleAnimationValue>& endValues = data->mEndValues;
const InfallibleTArray<AnimationSegment>& segments = animation.segments();
for (const AnimationSegment& segment : segments) {
startValues.AppendElement(ToStyleAnimationValue(segment.startState()));
endValues.AppendElement(ToStyleAnimationValue(segment.endState()));
TimingFunction tf = segment.sampleFn();
Maybe<ComputedTimingFunction> ctf =
AnimationUtils::TimingFunctionToComputedTimingFunction(tf);
functions.AppendElement(ctf);
}
}
}
uint64_t
AnimationHelper::GetNextCompositorAnimationsId()
{
static uint32_t sNextId = 0;
++sNextId;
uint32_t procId = static_cast<uint32_t>(base::GetCurrentProcId());
uint64_t nextId = procId;
nextId = nextId << 32 | sNextId;
return nextId;
}
void
AnimationHelper::SampleAnimations(CompositorAnimationStorage* aStorage,
TimeStamp aTime)
{
MOZ_ASSERT(aStorage);
// Do nothing if there are no compositor animations
if (!aStorage->AnimationsCount()) {
return;
}
//Sample the animations in CompositorAnimationStorage
for (auto iter = aStorage->ConstAnimationsTableIter();
!iter.Done(); iter.Next()) {
bool hasInEffectAnimations = false;
AnimationArray* animations = iter.UserData();
StyleAnimationValue animationValue;
InfallibleTArray<AnimData> animationData;
AnimationHelper::SetAnimations(*animations,
animationData,
animationValue);
AnimationHelper::SampleAnimationForEachNode(aTime,
*animations,
animationData,
animationValue,
hasInEffectAnimations);
if (!hasInEffectAnimations) {
continue;
}
// Store the AnimatedValue
Animation& animation = animations->LastElement();
switch (animation.property()) {
case eCSSProperty_opacity: {
aStorage->SetAnimatedValue(iter.Key(),
animationValue.GetFloatValue());
break;
}
case eCSSProperty_transform: {
nsCSSValueSharedList* list = animationValue.GetCSSValueSharedListValue();
const TransformData& transformData = animation.data().get_TransformData();
nsPoint origin = transformData.origin();
// we expect all our transform data to arrive in device pixels
gfx::Point3D transformOrigin = transformData.transformOrigin();
nsDisplayTransform::FrameTransformProperties props(list,
transformOrigin);
gfx::Matrix4x4 transform =
nsDisplayTransform::GetResultingTransformMatrix(props, origin,
transformData.appUnitsPerDevPixel(),
0, &transformData.bounds());
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, origin,
transformData.appUnitsPerDevPixel(),
true);
}
transform.PostScale(transformData.inheritedXScale(),
transformData.inheritedYScale(),
1);
aStorage->SetAnimatedValue(iter.Key(),
Move(transform), Move(frameTransform),
transformData);
break;
}
default:
MOZ_ASSERT_UNREACHABLE("Unhandled animated property");
}
}
}
} // namespace layers
} // namespace mozilla