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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "core/animation/CompositorPendingAnimations.h"
#include "core/animation/Animation.h"
#include "core/animation/AnimationTimeline.h"
#include "core/frame/FrameView.h"
#include "core/page/Page.h"
#include "core/rendering/RenderLayer.h"
namespace blink {
void CompositorPendingAnimations::add(AnimationPlayer* player)
{
ASSERT(player);
ASSERT(m_pending.find(player) == kNotFound);
m_pending.append(player);
Document* document = player->timeline()->document();
if (document->view())
document->view()->scheduleAnimation();
bool visible = document->page() && document->page()->visibilityState() == PageVisibilityStateVisible;
if (!visible && !m_timer.isActive()) {
m_timer.startOneShot(0, FROM_HERE);
}
}
bool CompositorPendingAnimations::update(bool startOnCompositor)
{
WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer>> waitingForStartTime;
bool startedSynchronizedOnCompositor = false;
WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > players;
players.swap(m_pending);
int compositorGroup = ++m_compositorGroup;
if (compositorGroup == 0) {
// Wrap around, skipping 0.
compositorGroup = ++m_compositorGroup;
}
for (auto& player : players) {
bool hadCompositorAnimation = player->hasActiveAnimationsOnCompositor();
player->preCommit(compositorGroup, startOnCompositor);
if (player->hasActiveAnimationsOnCompositor() && !hadCompositorAnimation) {
startedSynchronizedOnCompositor = true;
}
if (player->playing() && !player->hasStartTime()) {
waitingForStartTime.append(player.get());
}
}
// If any synchronized animations were started on the compositor, all
// remaning synchronized animations need to wait for the synchronized
// start time. Otherwise they may start immediately.
if (startedSynchronizedOnCompositor) {
for (auto& player : waitingForStartTime) {
if (!player->hasStartTime()) {
m_waitingForCompositorAnimationStart.append(player);
}
}
} else {
for (auto& player : waitingForStartTime) {
if (!player->hasStartTime()) {
player->notifyCompositorStartTime(player->timeline()->currentTimeInternal());
}
}
}
// FIXME: The postCommit should happen *after* the commit, not before.
for (auto& player : players)
player->postCommit(player->timeline()->currentTimeInternal());
ASSERT(m_pending.isEmpty());
if (startedSynchronizedOnCompositor)
return true;
if (m_waitingForCompositorAnimationStart.isEmpty())
return false;
// Check if we're still waiting for any compositor animations to start.
for (auto& player : m_waitingForCompositorAnimationStart) {
if (player->hasActiveAnimationsOnCompositor())
return true;
}
// If not, go ahead and start any animations that were waiting.
notifyCompositorAnimationStarted(monotonicallyIncreasingTime());
ASSERT(m_pending.isEmpty());
return false;
}
void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monotonicAnimationStartTime, int compositorGroup)
{
TRACE_EVENT0("blink", "CompositorPendingAnimations::notifyCompositorAnimationStarted");
WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > players;
players.swap(m_waitingForCompositorAnimationStart);
for (auto player : players) {
if (player->hasStartTime() || player->playStateInternal() != AnimationPlayer::Pending) {
// Already started or no longer relevant.
continue;
}
if (compositorGroup && player->compositorGroup() != compositorGroup) {
// Still waiting.
m_waitingForCompositorAnimationStart.append(player);
continue;
}
player->notifyCompositorStartTime(monotonicAnimationStartTime - player->timeline()->zeroTime());
}
}
void CompositorPendingAnimations::trace(Visitor* visitor)
{
visitor->trace(m_pending);
visitor->trace(m_waitingForCompositorAnimationStart);
}
} // namespace
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