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/webrender/WebRenderTypes.h" // for RenderRoot
#include "mozilla/TimeStamp.h" // for TimeStamp
#include "mozilla/TimingParams.h"
#include "mozilla/Variant.h"
#include "X11UndefineNone.h"
namespace mozilla {
struct AnimationValue;
namespace dom {
enum class CompositeOperation : uint8_t;
enum class IterationCompositeOperation : uint8_t;
}; // namespace dom
namespace layers {
class Animation;
typedef nsTArray<layers::Animation> AnimationArray;
struct PropertyAnimation {
struct SegmentData {
RefPtr<RawServoAnimationValue> mStartValue;
RefPtr<RawServoAnimationValue> mEndValue;
Maybe<mozilla::ComputedTimingFunction> mFunction;
float mStartPortion;
float mEndPortion;
dom::CompositeOperation mStartComposite;
dom::CompositeOperation mEndComposite;
};
nsTArray<SegmentData> mSegments;
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;
TimeStamp mOriginTime;
Maybe<TimeDuration> mStartTime;
TimeDuration mHoldTime;
float mPlaybackRate;
dom::IterationCompositeOperation mIterationComposite;
bool mIsNotPlaying;
};
struct PropertyAnimationGroup {
nsCSSPropertyID mProperty;
Maybe<TransformData> mAnimationData;
nsTArray<PropertyAnimation> mAnimations;
RefPtr<RawServoAnimationValue> mBaseStyle;
bool IsEmpty() const { return mAnimations.IsEmpty(); }
void Clear() {
mAnimations.Clear();
mBaseStyle = nullptr;
}
};
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 final {
typedef Variant<AnimationTransform, float, nscolor> AnimatedValueType;
const AnimatedValueType& Value() const { return mValue; }
const AnimationTransform& Transform() const {
return mValue.as<AnimationTransform>();
}
const float& Opacity() const { return mValue.as<float>(); }
const nscolor& Color() const { return mValue.as<nscolor>(); }
template <typename T>
bool Is() const {
return mValue.is<T>();
}
AnimatedValue(gfx::Matrix4x4&& aTransformInDevSpace,
gfx::Matrix4x4&& aFrameTransform, const TransformData& aData)
: mValue(
AsVariant(AnimationTransform{std::move(aTransformInDevSpace),
std::move(aFrameTransform), aData})) {}
explicit AnimatedValue(const float& aValue) : mValue(AsVariant(aValue)) {}
explicit AnimatedValue(nscolor aValue) : mValue(AsVariant(aValue)) {}
private:
AnimatedValueType mValue;
};
struct AnimationStorageData {
nsTArray<PropertyAnimationGroup> mAnimation;
RefPtr<gfx::Path> mCachedMotionPath;
AnimationStorageData() = default;
AnimationStorageData(AnimationStorageData&& aOther) = default;
AnimationStorageData& operator=(AnimationStorageData&& aOther) = default;
// Avoid any copy because mAnimation could be a large array.
AnimationStorageData(const AnimationStorageData& aOther) = delete;
AnimationStorageData& operator=(const AnimationStorageData& aOther) = 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 nsDataHashtable<nsUint64HashKey, AnimationStorageData>
AnimationsTable;
typedef nsDataHashtable<nsUint64HashKey, wr::RenderRoot>
AnimationsRenderRootsTable;
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);
/**
* Set the animation color based on the unique id
*/
void SetAnimatedValue(uint64_t aId, nscolor aColor);
/**
* 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,
wr::RenderRoot aRenderRoot);
/**
* Return the iterator of animations table
*/
AnimationsTable::Iterator ConstAnimationsTableIter() const {
return mAnimations.ConstIter();
}
uint32_t AnimationsCount() const { return mAnimations.Count(); }
wr::RenderRoot AnimationRenderRoot(const uint64_t& aId) const {
return mAnimationRenderRoots.Get(aId);
}
/**
* Clear AnimatedValues and Animations data
*/
void Clear();
void ClearById(const uint64_t& aId);
private:
~CompositorAnimationStorage(){};
private:
AnimatedValueTable mAnimatedValues;
AnimationsTable mAnimations;
AnimationsRenderRootsTable mAnimationRenderRoots;
};
/**
* 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 |aPreviousFrameTime| 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, |aCurrentFrameTime| is used
* for sampling instead to avoid flicker.
*
* 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.
*
* Using the same example from ExtractAnimations (below):
*
* Input |aPropertyAnimationGroups| (ignoring the base animation style):
*
* [
* Group A: [ { rotate, Animation A }, { rotate, Animation B } ],
* Group B: [ { scale, Animation B } ],
* Group C: [ { transform, Animation A }, { transform, Animation B } ],
* ]
*
* For each property group, this function interpolates each animation in turn,
* using the result of interpolating one animation as input for the next such
* that it reduces each property group to a single output value:
*
* [
* { rotate, RawServoAnimationValue },
* { scale, RawServoAnimationValue },
* { transform, RawServoAnimationValue },
* ]
*
* For transform animations, the caller (SampleAnimations) will combine the
* result of the various transform properties into a final matrix.
*/
static SampleResult SampleAnimationForEachNode(
TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime,
const AnimatedValue* aPreviousValue,
nsTArray<PropertyAnimationGroup>& aPropertyAnimationGroups,
nsTArray<RefPtr<RawServoAnimationValue>>& aAnimationValues);
/**
* Extract organized animation data by property into an array of
* PropertyAnimationGroup objects.
*
* For example, suppose we have the following animations:
*
* Animation A: [ transform, rotate ]
* Animation B: [ rotate, scale ]
* Animation C: [ transform ]
* Animation D: [ opacity ]
*
* When we go to send transform-like properties to the compositor, we
* sort them as follows:
*
* [
* { rotate: Animation A (rotate segments only) },
* { rotate: Animation B ( " " ) },
* { scale: Animation B (scale segments only) },
* { transform: Animation A (transform segments only) },
* { transform: Animation C ( " " ) },
* ]
*
* In this function, we group these animations together by property producing
* output such as the following:
*
* [
* [ { rotate, Animation A }, { rotate, Animation B } ],
* [ { scale, Animation B } ],
* [ { transform, Animation A }, { transform, Animation B } ],
* ]
*
* In the process of grouping these animations, we also convert their values
* from the rather compact representation we use for transferring across the
* IPC boundary into something we can readily use for sampling.
*/
static AnimationStorageData ExtractAnimations(
const AnimationArray& aAnimations);
/**
* 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.
*
* Note: This is called only by WebRender.
*/
static bool SampleAnimations(CompositorAnimationStorage* aStorage,
TimeStamp aPreviousFrameTime,
TimeStamp aCurrentFrameTime);
/**
* Convert an array of animation values into a matrix given the corresponding
* transform parameters. |aValue| must be a transform-like value
* (e.g. transform, translate etc.).
*/
static gfx::Matrix4x4 ServoAnimationValueToMatrix4x4(
const nsTArray<RefPtr<RawServoAnimationValue>>& aValue,
const TransformData& aTransformData, gfx::Path* aCachedMotionPath);
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_layers_AnimationHelper_h