зеркало из https://github.com/mozilla/gecko-dev.git
153 строки
5.9 KiB
C++
153 строки
5.9 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_layers_AnimationHelper_h
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#define mozilla_layers_AnimationHelper_h
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#include "mozilla/dom/Nullable.h"
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#include "mozilla/ComputedTimingFunction.h" // for ComputedTimingFunction
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#include "mozilla/layers/AnimationStorageData.h"
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#include "mozilla/layers/LayersMessages.h" // for TransformData, etc
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#include "mozilla/webrender/WebRenderTypes.h" // for RenderRoot
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#include "mozilla/TimeStamp.h" // for TimeStamp
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#include "mozilla/TimingParams.h"
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#include "mozilla/Types.h" // for SideBits
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#include "X11UndefineNone.h"
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#include <unordered_map>
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namespace mozilla {
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namespace layers {
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class Animation;
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class CompositorAnimationStorage;
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struct AnimatedValue;
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typedef nsTArray<layers::Animation> AnimationArray;
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/**
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* This utility class allows reusing code between the webrender and
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* non-webrender compositor-side implementations. It provides
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* utility functions for sampling animations at particular timestamps.
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*/
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class AnimationHelper {
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public:
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enum class SampleResult { None, Skipped, Sampled };
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/**
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* Sample animations based on a given time stamp for a element(layer) with
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* its animation data.
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* Generally |aPreviousFrameTime| is used for the sampling if it's
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* supplied to make the animation more in sync with other animations on the
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* main-thread. But in the case where the animation just started at the time
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* when the animation was sent to the compositor, |aCurrentFrameTime| is used
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* for sampling instead to avoid flicker.
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*
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* Returns SampleResult::None if none of the animations are producing a result
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* (e.g. they are in the delay phase with no backwards fill),
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* SampleResult::Skipped if the animation output did not change since the last
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* call of this function,
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* SampleResult::Sampled if the animation output was updated.
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*
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* Using the same example from ExtractAnimations (below):
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*
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* Input |aPropertyAnimationGroups| (ignoring the base animation style):
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*
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* [
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* Group A: [ { rotate, Animation A }, { rotate, Animation B } ],
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* Group B: [ { scale, Animation B } ],
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* Group C: [ { transform, Animation A }, { transform, Animation B } ],
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* ]
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*
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* For each property group, this function interpolates each animation in turn,
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* using the result of interpolating one animation as input for the next such
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* that it reduces each property group to a single output value:
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*
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* [
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* { rotate, RawServoAnimationValue },
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* { scale, RawServoAnimationValue },
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* { transform, RawServoAnimationValue },
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* ]
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*
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* For transform animations, the caller (SampleAnimations) will combine the
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* result of the various transform properties into a final matrix.
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*/
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static SampleResult SampleAnimationForEachNode(
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TimeStamp aPreviousFrameTime, TimeStamp aCurrentFrameTime,
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const AnimatedValue* aPreviousValue,
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nsTArray<PropertyAnimationGroup>& aPropertyAnimationGroups,
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nsTArray<RefPtr<RawServoAnimationValue>>& aAnimationValues);
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/**
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* Extract organized animation data by property into an array of
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* PropertyAnimationGroup objects.
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*
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* For example, suppose we have the following animations:
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*
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* Animation A: [ transform, rotate ]
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* Animation B: [ rotate, scale ]
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* Animation C: [ transform ]
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* Animation D: [ opacity ]
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*
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* When we go to send transform-like properties to the compositor, we
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* sort them as follows:
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*
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* [
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* { rotate: Animation A (rotate segments only) },
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* { rotate: Animation B ( " " ) },
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* { scale: Animation B (scale segments only) },
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* { transform: Animation A (transform segments only) },
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* { transform: Animation C ( " " ) },
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* ]
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*
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* In this function, we group these animations together by property producing
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* output such as the following:
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*
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* [
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* [ { rotate, Animation A }, { rotate, Animation B } ],
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* [ { scale, Animation B } ],
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* [ { transform, Animation A }, { transform, Animation B } ],
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* ]
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*
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* In the process of grouping these animations, we also convert their values
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* from the rather compact representation we use for transferring across the
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* IPC boundary into something we can readily use for sampling.
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*/
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static AnimationStorageData ExtractAnimations(
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const LayersId& aLayersId, const AnimationArray& aAnimations);
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/**
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* Get a unique id to represent the compositor animation between child
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* and parent side. This id will be used as a key to store animation
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* data in the CompositorAnimationStorage per compositor.
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* Each layer on the content side calls this when it gets new animation
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* data.
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*/
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static uint64_t GetNextCompositorAnimationsId();
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/**
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* Convert an array of animation values into a matrix given the corresponding
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* transform parameters. |aValue| must be a transform-like value
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* (e.g. transform, translate etc.).
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*/
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static gfx::Matrix4x4 ServoAnimationValueToMatrix4x4(
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const nsTArray<RefPtr<RawServoAnimationValue>>& aValue,
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const TransformData& aTransformData, gfx::Path* aCachedMotionPath);
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/**
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* Returns true if |aPrerenderedRect| transformed by |aTransform| were
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* composited in |aClipRect| there appears area which wasn't pre-rendered
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* on the main-thread. I.e. checkerboarding.
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*/
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static bool ShouldBeJank(const LayoutDeviceRect& aPrerenderedRect,
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SideBits aOverflowedSides,
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const gfx::Matrix4x4& aTransform,
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const ParentLayerRect& aClipRect);
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};
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} // namespace layers
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} // namespace mozilla
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#endif // mozilla_layers_AnimationHelper_h
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