void
KeyframeEffectReadOnly::UnregisterTarget()
{
  EffectSet* effectSet =
    EffectSet::GetEffectSet(mTarget->mElement, mTarget->mPseudoType);
  if (effectSet) {
    effectSet->RemoveEffect(*this);
    if (effectSet->IsEmpty()) {
      EffectSet::DestroyEffectSet(mTarget->mElement, mTarget->mPseudoType);
    }
  }
}
Ejemplo n.º 2
0
// Helper function to factor out the common logic from
// GetAnimationsForCompositor and HasAnimationsForCompositor.
//
// Takes an optional array to fill with eligible animations.
//
// Returns true if there are eligible animations, false otherwise.
bool
FindAnimationsForCompositor(const nsIFrame* aFrame,
                            nsCSSProperty aProperty,
                            nsTArray<RefPtr<dom::Animation>>* aMatches /*out*/)
{
  MOZ_ASSERT(!aMatches || aMatches->IsEmpty(),
             "Matches array, if provided, should be empty");

  EffectSet* effects = EffectSet::GetEffectSet(aFrame);
  if (!effects || effects->IsEmpty()) {
    return false;
  }

  if (aFrame->RefusedAsyncAnimation()) {
    return false;
  }

  // The animation cascade will almost always be up-to-date by this point
  // but there are some cases such as when we are restoring the refresh driver
  // from test control after seeking where it might not be the case.
  //
  // Those cases are probably not important but just to be safe, let's make
  // sure the cascade is up to date since if it *is* up to date, this is
  // basically a no-op.
  Maybe<Pair<dom::Element*, nsCSSPseudoElements::Type>> pseudoElement =
    EffectCompositor::GetAnimationElementAndPseudoForFrame(aFrame);
  if (pseudoElement) {
    EffectCompositor::MaybeUpdateCascadeResults(pseudoElement->first(),
                                                pseudoElement->second(),
                                                aFrame->StyleContext());
  }

  if (!nsLayoutUtils::AreAsyncAnimationsEnabled()) {
    if (nsLayoutUtils::IsAnimationLoggingEnabled()) {
      nsCString message;
      message.AppendLiteral("Performance warning: Async animations are "
                            "disabled");
      AnimationUtils::LogAsyncAnimationFailure(message);
    }
    return false;
  }

  bool foundSome = false;
  for (KeyframeEffectReadOnly* effect : *effects) {
    MOZ_ASSERT(effect && effect->GetAnimation());
    Animation* animation = effect->GetAnimation();

    if (!animation->IsPlaying()) {
      continue;
    }

    if (effect->ShouldBlockCompositorAnimations(aFrame)) {
      if (aMatches) {
        aMatches->Clear();
      }
      return false;
    }

    if (!effect->HasAnimationOfProperty(aProperty)) {
      continue;
    }

    if (aMatches) {
      aMatches->AppendElement(animation);
    }
    foundSome = true;
  }

  MOZ_ASSERT(!foundSome || !aMatches || !aMatches->IsEmpty(),
             "If return value is true, matches array should be non-empty");
  return foundSome;
}
Ejemplo n.º 3
0
/* static */ void
EffectCompositor::UpdateCascadeResults(EffectSet& aEffectSet,
                                       Element* aElement,
                                       nsCSSPseudoElements::Type aPseudoType,
                                       nsStyleContext* aStyleContext)
{
  MOZ_ASSERT(EffectSet::GetEffectSet(aElement, aPseudoType) == &aEffectSet,
             "Effect set should correspond to the specified (pseudo-)element");
  if (aEffectSet.IsEmpty()) {
    aEffectSet.MarkCascadeUpdated();
    return;
  }

  // Get a list of effects sorted by composite order.
  nsTArray<KeyframeEffectReadOnly*> sortedEffectList;
  for (KeyframeEffectReadOnly* effect : aEffectSet) {
    sortedEffectList.AppendElement(effect);
  }
  sortedEffectList.Sort(EffectCompositeOrderComparator());

  // Get properties that override the *animations* level of the cascade.
  //
  // We only do this for properties that we can animate on the compositor
  // since we will apply other properties on the main thread where the usual
  // cascade applies.
  nsCSSPropertySet overriddenProperties;
  if (aStyleContext) {
    GetOverriddenProperties(aStyleContext, aEffectSet, overriddenProperties);
  }

  bool changed = false;
  nsCSSPropertySet animatedProperties;

  // Iterate from highest to lowest composite order.
  for (KeyframeEffectReadOnly* effect : Reversed(sortedEffectList)) {
    MOZ_ASSERT(effect->GetAnimation(),
               "Effects on a target element should have an Animation");
    bool inEffect = effect->IsInEffect();
    for (AnimationProperty& prop : effect->Properties()) {

      bool winsInCascade = !animatedProperties.HasProperty(prop.mProperty) &&
                           inEffect;

      // If this property wins in the cascade, add it to the set of animated
      // properties. We need to do this even if the property is overridden
      // (in which case we set winsInCascade to false below) since we don't
      // want to fire transitions on these properties.
      if (winsInCascade) {
        animatedProperties.AddProperty(prop.mProperty);
      }

      // For effects that will be applied to the animations level of the
      // cascade, we need to check that the property isn't being set by
      // something with higher priority in the cascade.
      //
      // We only do this, however, for properties that can be animated on
      // the compositor. For properties animated on the main thread the usual
      // cascade ensures these animations will be correctly overridden.
      if (winsInCascade &&
          effect->GetAnimation()->CascadeLevel() == CascadeLevel::Animations &&
          overriddenProperties.HasProperty(prop.mProperty)) {
        winsInCascade = false;
      }

      if (winsInCascade != prop.mWinsInCascade) {
        changed = true;
      }
      prop.mWinsInCascade = winsInCascade;
    }
  }

  aEffectSet.MarkCascadeUpdated();

  // If there is any change in the cascade result, update animations on
  // layers with the winning animations.
  nsPresContext* presContext = GetPresContext(aElement);
  if (changed && presContext) {
    // We currently unconditionally update both animations and transitions
    // even if we could, for example, get away with only updating animations.
    // This is a temporary measure until we unify all animation style updating
    // under EffectCompositor.
    AnimationCollection* animations =
      presContext->AnimationManager()->GetAnimationCollection(aElement,
                                                              aPseudoType,
                                                              false);
                                                             /* don't create */
    if (animations) {
      animations->RequestRestyle(AnimationCollection::RestyleType::Layer);
    }

    AnimationCollection* transitions =
      presContext->TransitionManager()->GetAnimationCollection(aElement,
                                                               aPseudoType,
                                                               false);
                                                             /* don't create */
    if (transitions) {
      transitions->RequestRestyle(AnimationCollection::RestyleType::Layer);
    }
  }
}