// Go down the composite layer tree, setting properties to match their // content-side counterparts. static void SetShadowProperties(Layer* aLayer) { // FIXME: Bug 717688 -- Do these updates in LayerTransactionParent::RecvUpdate. LayerComposite* layerComposite = aLayer->AsLayerComposite(); // Set the layerComposite's base transform to the layer's base transform. layerComposite->SetShadowTransform(aLayer->GetBaseTransform()); layerComposite->SetShadowTransformSetByAnimation(false); layerComposite->SetShadowVisibleRegion(aLayer->GetVisibleRegion()); layerComposite->SetShadowClipRect(aLayer->GetClipRect()); layerComposite->SetShadowOpacity(aLayer->GetOpacity()); for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { SetShadowProperties(child); } }
static bool SampleAnimations(Layer* aLayer, TimeStamp aPoint) { AnimationArray& animations = aLayer->GetAnimations(); InfallibleTArray<AnimData>& animationData = aLayer->GetAnimationData(); bool activeAnimations = false; for (uint32_t i = animations.Length(); i-- !=0; ) { Animation& animation = animations[i]; AnimData& animData = animationData[i]; double numIterations = animation.numIterations() != -1 ? animation.numIterations() : NS_IEEEPositiveInfinity(); double positionInIteration = ElementAnimations::GetPositionInIteration(aPoint - animation.startTime(), animation.duration(), numIterations, animation.direction()); NS_ABORT_IF_FALSE(0.0 <= positionInIteration && positionInIteration <= 1.0, "position should be in [0-1]"); int segmentIndex = 0; AnimationSegment* segment = animation.segments().Elements(); while (segment->endPortion() < positionInIteration) { ++segment; ++segmentIndex; } double positionInSegment = (positionInIteration - segment->startPortion()) / (segment->endPortion() - segment->startPortion()); double portion = animData.mFunctions[segmentIndex]->GetValue(positionInSegment); activeAnimations = true; // interpolate the property Animatable interpolatedValue; SampleValue(portion, animation, animData.mStartValues[segmentIndex], animData.mEndValues[segmentIndex], &interpolatedValue); LayerComposite* layerComposite = aLayer->AsLayerComposite(); switch (animation.property()) { case eCSSProperty_opacity: { layerComposite->SetShadowOpacity(interpolatedValue.get_float()); break; } case eCSSProperty_transform: { gfx3DMatrix matrix = interpolatedValue.get_ArrayOfTransformFunction()[0].get_TransformMatrix().value(); if (ContainerLayer* c = aLayer->AsContainerLayer()) { matrix.ScalePost(c->GetInheritedXScale(), c->GetInheritedYScale(), 1); } layerComposite->SetShadowTransform(matrix); layerComposite->SetShadowTransformSetByAnimation(true); break; } default: NS_WARNING("Unhandled animated property"); } } for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { activeAnimations |= SampleAnimations(child, aPoint); } return activeAnimations; }
// Go down shadow layer tree and apply transformations for scrollable layers. static void TransformShadowTree(nsDisplayListBuilder* aBuilder, nsFrameLoader* aFrameLoader, nsIFrame* aFrame, Layer* aLayer, const ViewTransform& aTransform, float aTempScaleDiffX = 1.0, float aTempScaleDiffY = 1.0) { LayerComposite* shadow = aLayer->AsLayerComposite(); shadow->SetShadowClipRect(aLayer->GetClipRect()); shadow->SetShadowVisibleRegion(aLayer->GetVisibleRegion()); shadow->SetShadowOpacity(aLayer->GetOpacity()); const FrameMetrics* metrics = GetFrameMetrics(aLayer); gfx3DMatrix shadowTransform = aLayer->GetTransform(); ViewTransform layerTransform = aTransform; if (metrics && metrics->IsScrollable()) { const ViewID scrollId = metrics->mScrollId; const nsContentView* view = aFrameLoader->GetCurrentRemoteFrame()->GetContentView(scrollId); NS_ABORT_IF_FALSE(view, "Array of views should be consistent with layer tree"); const gfx3DMatrix& currentTransform = aLayer->GetTransform(); const ViewConfig& config = view->GetViewConfig(); // With temporary scale we should compensate translation // using temporary scale value aTempScaleDiffX *= GetXScale(shadowTransform) * config.mXScale; aTempScaleDiffY *= GetYScale(shadowTransform) * config.mYScale; ViewTransform viewTransform = ComputeShadowTreeTransform( aFrame, aFrameLoader, metrics, view->GetViewConfig(), aTempScaleDiffX, aTempScaleDiffY ); // Apply the layer's own transform *before* the view transform shadowTransform = gfx3DMatrix(viewTransform) * currentTransform; layerTransform = viewTransform; if (metrics->IsRootScrollable()) { // Apply the translation *before* we do the rest of the transforms. nsIntPoint offset = GetContentRectLayerOffset(aFrame, aBuilder); shadowTransform = shadowTransform * gfx3DMatrix::Translation(float(offset.x), float(offset.y), 0.0); } } if (aLayer->GetIsFixedPosition() && !aLayer->GetParent()->GetIsFixedPosition()) { // Alter the shadow transform of fixed position layers in the situation // that the view transform's scroll position doesn't match the actual // scroll position, due to asynchronous layer scrolling. float offsetX = layerTransform.mTranslation.x; float offsetY = layerTransform.mTranslation.y; ReverseTranslate(shadowTransform, gfxPoint(offsetX, offsetY)); const nsIntRect* clipRect = shadow->GetShadowClipRect(); if (clipRect) { nsIntRect transformedClipRect(*clipRect); transformedClipRect.MoveBy(-offsetX, -offsetY); shadow->SetShadowClipRect(&transformedClipRect); } } // The transform already takes the resolution scale into account. Since we // will apply the resolution scale again when computing the effective // transform, we must apply the inverse resolution scale here. if (ContainerLayer* c = aLayer->AsContainerLayer()) { shadowTransform.Scale(1.0f/c->GetPreXScale(), 1.0f/c->GetPreYScale(), 1); } shadowTransform.ScalePost(1.0f/aLayer->GetPostXScale(), 1.0f/aLayer->GetPostYScale(), 1); shadow->SetShadowTransform(shadowTransform); for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { TransformShadowTree(aBuilder, aFrameLoader, aFrame, child, layerTransform, aTempScaleDiffX, aTempScaleDiffY); } }
static bool SampleAnimations(Layer* aLayer, TimeStamp aPoint) { AnimationArray& animations = aLayer->GetAnimations(); InfallibleTArray<AnimData>& animationData = aLayer->GetAnimationData(); bool activeAnimations = false; for (uint32_t i = animations.Length(); i-- !=0; ) { Animation& animation = animations[i]; AnimData& animData = animationData[i]; activeAnimations = true; TimeDuration elapsedDuration = aPoint - animation.startTime(); // Skip animations that are yet to start. // // Currently, this should only happen when the refresh driver is under test // control and is made to produce a time in the past or is restored from // test control causing it to jump backwards in time. // // Since activeAnimations is true, this could mean we keep compositing // unnecessarily during the delay, but so long as this only happens while // the refresh driver is under test control that should be ok. if (elapsedDuration.ToSeconds() < 0) { continue; } AnimationTiming timing; timing.mIterationDuration = animation.duration(); // Currently animations run on the compositor have their delay factored // into their start time, hence the delay is effectively zero. timing.mDelay = TimeDuration(0); timing.mIterationCount = animation.iterationCount(); timing.mDirection = animation.direction(); // Animations typically only run on the compositor during their active // interval but if we end up sampling them outside that range (for // example, while they are waiting to be removed) we currently just // assume that we should fill. timing.mFillMode = NS_STYLE_ANIMATION_FILL_MODE_BOTH; ComputedTiming computedTiming = dom::Animation::GetComputedTimingAt( Nullable<TimeDuration>(elapsedDuration), timing); NS_ABORT_IF_FALSE(0.0 <= computedTiming.mTimeFraction && computedTiming.mTimeFraction <= 1.0, "time fraction should be in [0-1]"); int segmentIndex = 0; AnimationSegment* segment = animation.segments().Elements(); while (segment->endPortion() < computedTiming.mTimeFraction) { ++segment; ++segmentIndex; } double positionInSegment = (computedTiming.mTimeFraction - segment->startPortion()) / (segment->endPortion() - segment->startPortion()); double portion = animData.mFunctions[segmentIndex]->GetValue(positionInSegment); // interpolate the property Animatable interpolatedValue; SampleValue(portion, animation, animData.mStartValues[segmentIndex], animData.mEndValues[segmentIndex], &interpolatedValue); LayerComposite* layerComposite = aLayer->AsLayerComposite(); switch (animation.property()) { case eCSSProperty_opacity: { layerComposite->SetShadowOpacity(interpolatedValue.get_float()); break; } case eCSSProperty_transform: { Matrix4x4 matrix = interpolatedValue.get_ArrayOfTransformFunction()[0].get_TransformMatrix().value(); if (ContainerLayer* c = aLayer->AsContainerLayer()) { matrix = matrix * Matrix4x4().Scale(c->GetInheritedXScale(), c->GetInheritedYScale(), 1); } layerComposite->SetShadowTransform(matrix); layerComposite->SetShadowTransformSetByAnimation(true); break; } default: NS_WARNING("Unhandled animated property"); } } for (Layer* child = aLayer->GetFirstChild(); child; child = child->GetNextSibling()) { activeAnimations |= SampleAnimations(child, aPoint); } return activeAnimations; }