gecko-dev/gfx/layers/AnimationHelper.h

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/* -*- 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<layers::Animation> AnimationArray;
struct AnimData {
InfallibleTArray<RefPtr<RawServoAnimationValue>> mStartValues;
InfallibleTArray<RefPtr<RawServoAnimationValue>> mEndValues;
InfallibleTArray<Maybe<mozilla::ComputedTimingFunction>> 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<double> 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<double> 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<nsUint64HashKey, AnimatedValue> AnimatedValueTable;
typedef nsClassHashtable<nsUint64HashKey, AnimationArray> 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;
/**
* Like GetAnimatedValue(), but ensures the value is an opacity and returns
* the float value if possible, or Nothing() otherwise.
*/
Maybe<float> GetAnimationOpacity(const uint64_t& aId) const;
/**
* Like GetAnimatedValue(), but ensures the value is a transform and returns
* the transform matrix if possible, or Nothing() otherwise. It also does
* some post-processing on the transform matrix as well. See the comments
* inside the function for details.
*/
Maybe<gfx::Matrix4x4> GetAnimationTransform(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<AnimData>& aAnimationData,
RefPtr<RawServoAnimationValue>& aAnimationValue,
const AnimatedValue* aPreviousValue);
/**
* Populates AnimData stuctures into |aAnimData| and |aBaseAnimationStyle|
* based on |aAnimations|.
*/
static void
SetAnimations(AnimationArray& aAnimations,
InfallibleTArray<AnimData>& aAnimData,
RefPtr<RawServoAnimationValue>& 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