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// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/modules/animationworklet/worklet_animation.h"
#include <optional>
#include "cc/animation/animation_timeline.h"
#include "third_party/blink/public/platform/platform.h"
#include "third_party/blink/renderer/bindings/core/v8/serialization/serialized_script_value.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_union_animationeffect_animationeffectsequence.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_union_documenttimeline_scrolltimeline.h"
#include "third_party/blink/renderer/core/animation/document_timeline.h"
#include "third_party/blink/renderer/core/animation/element_animations.h"
#include "third_party/blink/renderer/core/animation/keyframe_effect_model.h"
#include "third_party/blink/renderer/core/animation/scroll_timeline_util.h"
#include "third_party/blink/renderer/core/animation/timing.h"
#include "third_party/blink/renderer/core/animation/worklet_animation_controller.h"
#include "third_party/blink/renderer/core/dom/node.h"
#include "third_party/blink/renderer/core/frame/frame_console.h"
#include "third_party/blink/renderer/core/frame/local_dom_window.h"
#include "third_party/blink/renderer/core/frame/local_frame.h"
#include "third_party/blink/renderer/core/inspector/console_message.h"
#include "third_party/blink/renderer/core/layout/layout_box.h"
#include "third_party/blink/renderer/modules/animationworklet/css_animation_worklet.h"
#include "third_party/blink/renderer/platform/heap/garbage_collected.h"
#include "third_party/blink/renderer/platform/runtime_enabled_features.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
namespace blink {
namespace {
bool ConvertAnimationEffects(
const V8UnionAnimationEffectOrAnimationEffectSequence* effects,
HeapVector<Member<KeyframeEffect>>& keyframe_effects,
String& error_string) {
DCHECK(effects);
DCHECK(keyframe_effects.empty());
// Currently we only support KeyframeEffect.
switch (effects->GetContentType()) {
case V8UnionAnimationEffectOrAnimationEffectSequence::ContentType::
kAnimationEffect: {
AnimationEffect* effect = effects->GetAsAnimationEffect();
KeyframeEffect* keyframe_effect = DynamicTo<KeyframeEffect>(effect);
if (!keyframe_effect) {
error_string = "Effect must be a KeyframeEffect object";
return false;
}
keyframe_effects.push_back(keyframe_effect);
break;
}
case V8UnionAnimationEffectOrAnimationEffectSequence::ContentType::
kAnimationEffectSequence: {
const HeapVector<Member<AnimationEffect>>& effect_sequence =
effects->GetAsAnimationEffectSequence();
keyframe_effects.ReserveInitialCapacity(effect_sequence.size());
for (const auto& effect : effect_sequence) {
KeyframeEffect* keyframe_effect =
DynamicTo<KeyframeEffect>(effect.Get());
if (!keyframe_effect) {
error_string = "Effects must all be KeyframeEffect objects";
return false;
}
keyframe_effects.push_back(keyframe_effect);
}
break;
}
}
if (keyframe_effects.empty()) {
error_string = "Effects array must be non-empty";
return false;
}
if (keyframe_effects.size() > 1 &&
!RuntimeEnabledFeatures::GroupEffectEnabled()) {
error_string = "Multiple effects are not currently supported";
return false;
}
return true;
}
bool IsActive(V8AnimationPlayState::Enum state) {
switch (state) {
case V8AnimationPlayState::Enum::kIdle:
case V8AnimationPlayState::Enum::kPending:
return false;
case V8AnimationPlayState::Enum::kRunning:
case V8AnimationPlayState::Enum::kPaused:
return true;
default:
// kUnset and kFinished are not used in WorkletAnimation.
NOTREACHED();
}
}
bool ValidateTimeline(const V8UnionDocumentTimelineOrScrollTimeline* timeline,
String& error_string) {
if (!timeline)
return true;
if (timeline->IsScrollTimeline()) {
// crbug.com/1238130 Add support for progress based timelines to worklet
// animations
error_string = "ScrollTimeline is not yet supported for worklet animations";
return false;
}
return true;
}
AnimationTimeline* ConvertAnimationTimeline(
const Document& document,
const V8UnionDocumentTimelineOrScrollTimeline* timeline) {
if (!timeline)
return &document.Timeline();
switch (timeline->GetContentType()) {
case V8UnionDocumentTimelineOrScrollTimeline::ContentType::
kDocumentTimeline:
return timeline->GetAsDocumentTimeline();
case V8UnionDocumentTimelineOrScrollTimeline::ContentType::kScrollTimeline:
return timeline->GetAsScrollTimeline();
}
NOTREACHED();
}
void StartEffectOnCompositor(CompositorAnimation* animation,
KeyframeEffect* effect) {
DCHECK(effect);
DCHECK(effect->EffectTarget());
Element& target = *effect->EffectTarget();
effect->Model()->SnapshotAllCompositorKeyframesIfNecessary(
target, target.ComputedStyleRef(), target.ParentComputedStyle());
int group = 0;
std::optional<double> start_time = std::nullopt;
// Normally the playback rate of a blink animation gets translated into
// equivalent playback rate of cc::KeyframeModels.
// This has worked for regular animations since their current time was not
// exposed in cc. However, for worklet animations this does not work because
// the current time is exposed and it is an animation level concept as
// opposed to a keyframe model level concept.
// So it makes sense here that we use "1" as playback rate for KeyframeModels
// and separately plumb the playback rate to cc worklet animation.
// TODO(majidvp): Remove playbackRate from KeyframeModel in favor of having
// it on animation. https://crbug.com/925373.
double playback_rate = 1;
effect->StartAnimationOnCompositor(group, start_time, base::TimeDelta(),
playback_rate, animation);
}
unsigned NextSequenceNumber() {
// TODO(majidvp): This should actually come from the same source as other
// animation so that they have the correct ordering.
static unsigned next = 0;
return ++next;
}
double ToMilliseconds(std::optional<base::TimeDelta> time) {
return time ? time->InMillisecondsF()
: std::numeric_limits<double>::quiet_NaN();
}
// Calculates start time backwards from the current time and
// timeline.currentTime.
std::optional<base::TimeDelta> CalculateStartTime(base::TimeDelta current_time,
double playback_rate,
AnimationTimeline& timeline) {
// Handle some special cases, note |playback_rate| can never be 0 before
// SetPlaybackRateInternal has a DCHECK for that.
DCHECK_NE(playback_rate, 0);
if (current_time.is_max())
return base::Milliseconds(0);
if (current_time.is_min())
return base::TimeDelta::Max();
std::optional<double> timeline_current_time_ms =
timeline.CurrentTimeMilliseconds();
return base::Milliseconds(timeline_current_time_ms.value()) -
(current_time / playback_rate);
}
} // namespace
WorkletAnimation* WorkletAnimation::Create(
ScriptState* script_state,
const String& animator_name,
const V8UnionAnimationEffectOrAnimationEffectSequence* effects,
ExceptionState& exception_state) {
return Create(script_state, animator_name, effects, nullptr, ScriptValue(),
exception_state);
}
WorkletAnimation* WorkletAnimation::Create(
ScriptState* script_state,
const String& animator_name,
const V8UnionAnimationEffectOrAnimationEffectSequence* effects,
const V8UnionDocumentTimelineOrScrollTimeline* timeline,
ExceptionState& exception_state) {
return Create(script_state, animator_name, effects, timeline, ScriptValue(),
exception_state);
}
WorkletAnimation* WorkletAnimation::Create(
ScriptState* script_state,
const String& animator_name,
const V8UnionAnimationEffectOrAnimationEffectSequence* effects,
const V8UnionDocumentTimelineOrScrollTimeline* timeline,
const ScriptValue& options,
ExceptionState& exception_state) {
DCHECK(IsMainThread());
HeapVector<Member<KeyframeEffect>> keyframe_effects;
String error_string;
if (!ConvertAnimationEffects(effects, keyframe_effects, error_string)) {
exception_state.ThrowDOMException(DOMExceptionCode::kNotSupportedError,
error_string);
return nullptr;
}
if (!ValidateTimeline(timeline, error_string)) {
exception_state.ThrowDOMException(DOMExceptionCode::kNotSupportedError,
error_string);
return nullptr;
}
Document& document = *LocalDOMWindow::From(script_state)->document();
if (!document.GetWorkletAnimationController().IsAnimatorRegistered(
animator_name)) {
exception_state.ThrowDOMException(
DOMExceptionCode::kInvalidStateError,
"The animator '" + animator_name + "' has not yet been registered.");
return nullptr;
}
AnimationWorklet* worklet =
CSSAnimationWorklet::animationWorklet(script_state);
WorkletAnimationId id = worklet->NextWorkletAnimationId();
AnimationTimeline* animation_timeline =
ConvertAnimationTimeline(document, timeline);
scoped_refptr<SerializedScriptValue> animation_options;
if (!options.IsEmpty()) {
animation_options = SerializedScriptValue::Serialize(
script_state->GetIsolate(), options.V8Value(),
SerializedScriptValue::SerializeOptions(
SerializedScriptValue::kNotForStorage),
exception_state);
if (exception_state.HadException())
return nullptr;
}
WorkletAnimation* animation = MakeGarbageCollected<WorkletAnimation>(
id, animator_name, document, keyframe_effects, animation_timeline,
std::move(animation_options));
return animation;
}
WorkletAnimation::WorkletAnimation(
WorkletAnimationId id,
const String& animator_name,
Document& document,
const HeapVector<Member<KeyframeEffect>>& effects,
AnimationTimeline* timeline,
scoped_refptr<SerializedScriptValue> options)
: sequence_number_(NextSequenceNumber()),
id_(id),
animator_name_(animator_name),
playback_rate_(1),
was_timeline_active_(false),
document_(document),
effects_(effects),
timeline_(timeline),
options_(std::make_unique<WorkletAnimationOptions>(options)),
effect_needs_restart_(false) {
DCHECK(IsMainThread());
auto timings = base::MakeRefCounted<base::RefCountedData<Vector<Timing>>>();
timings->data.ReserveInitialCapacity(effects_.size());
auto normalized_timings = base::MakeRefCounted<
base::RefCountedData<Vector<Timing::NormalizedTiming>>>();
normalized_timings->data.ReserveInitialCapacity(effects_.size());
DCHECK_GE(effects_.size(), 1u);
for (auto& effect : effects_) {
AnimationEffect* target_effect = effect;
target_effect->Attach(this);
local_times_.push_back(std::nullopt);
timings->data.push_back(target_effect->SpecifiedTiming());
normalized_timings->data.push_back(target_effect->NormalizedTiming());
}
effect_timings_ = std::make_unique<WorkletAnimationEffectTimings>(
timings, normalized_timings);
}
V8AnimationPlayState WorkletAnimation::playState() {
DCHECK(IsMainThread());
return V8AnimationPlayState(play_state_);
}
void WorkletAnimation::play(ExceptionState& exception_state) {
DCHECK(IsMainThread());
if (play_state_ == V8AnimationPlayState::Enum::kPending ||
play_state_ == V8AnimationPlayState::Enum::kRunning) {
return;
}
if (play_state_ == V8AnimationPlayState::Enum::kPaused) {
// If we have ever started before then just unpause otherwise we need to
// start the animation.
if (has_started_) {
SetPlayState(V8AnimationPlayState::Enum::kPending);
SetCurrentTime(CurrentTime());
InvalidateCompositingState();
return;
}
} else {
DCHECK(!IsCurrentTimeInitialized());
}
String failure_message;
if (!CheckCanStart(&failure_message)) {
exception_state.ThrowDOMException(DOMExceptionCode::kInvalidStateError,
failure_message);
return;
}
document_->GetWorkletAnimationController().AttachAnimation(*this);
// While animation is pending, it hold time at Zero, see:
// https://drafts.csswg.org/web-animations-1/#playing-an-animation-section
SetPlayState(V8AnimationPlayState::Enum::kPending);
SetCurrentTime(InitialCurrentTime());
has_started_ = true;
for (auto& effect : effects_) {
Element* target = effect->EffectTarget();
if (!target)
continue;
// TODO(crbug.com/896249): Currently we have to keep a set of worklet
// animations in ElementAnimations so that the compositor knows that there
// are active worklet animations running. Ideally, this should be done via
// the regular Animation path, i.e., unify the logic between the two
// Animations.
target->EnsureElementAnimations().GetWorkletAnimations().insert(this);
target->SetNeedsAnimationStyleRecalc();
}
}
std::optional<double> WorkletAnimation::currentTime() {
std::optional<base::TimeDelta> current_time = CurrentTime();
if (!current_time)
return std::nullopt;
return ToMilliseconds(current_time.value());
}
std::optional<double> WorkletAnimation::startTime() {
// The timeline may have become newly active or inactive, which then can cause
// the start time to change.
UpdateCurrentTimeIfNeeded();
if (!start_time_)
return std::nullopt;
return ToMilliseconds(start_time_.value());
}
void WorkletAnimation::pause(ExceptionState& exception_state) {
DCHECK(IsMainThread());
if (play_state_ == V8AnimationPlayState::Enum::kPaused) {
return;
}
// If animation is pending it means we have not sent an update to
// compositor. Since we are pausing, immediately start the animation
// which updates start time and marks animation as main thread.
// This ensures we have a valid current time to hold.
if (play_state_ == V8AnimationPlayState::Enum::kPending) {
StartOnMain();
}
// If animation is playing then we should hold the current time
// otherwise hold zero.
SetPlayState(V8AnimationPlayState::Enum::kPaused);
std::optional<base::TimeDelta> new_current_time =
IsCurrentTimeInitialized() ? CurrentTime() : InitialCurrentTime();
DCHECK(new_current_time);
SetCurrentTime(new_current_time);
}
void WorkletAnimation::cancel() {
DCHECK(IsMainThread());
if (play_state_ == V8AnimationPlayState::Enum::kIdle) {
return;
}
document_->GetWorkletAnimationController().DetachAnimation(*this);
if (compositor_animation_) {
GetEffect()->CancelAnimationOnCompositor(compositor_animation_.get());
DestroyCompositorAnimation();
}
has_started_ = false;
local_times_.Fill(std::nullopt);
running_on_main_thread_ = false;
// TODO(crbug.com/883312): Because this animation has been detached and will
// not receive updates anymore, we have to update its value upon cancel.
// Similar to regular animations, we should not detach them immediately and
// update the value in the next frame.
if (IsActive(play_state_)) {
for (auto& effect : effects_) {
effect->UpdateInheritedTime(std::nullopt,
/* is_idle */ false, playback_rate_,
kTimingUpdateOnDemand);
}
}
SetPlayState(V8AnimationPlayState::Enum::kIdle);
SetCurrentTime(std::nullopt);
for (auto& effect : effects_) {
Element* target = effect->EffectTarget();
if (!target)
continue;
// TODO(crbug.com/896249): Currently we have to keep a set of worklet
// animations in ElementAnimations so that the compositor knows that there
// are active worklet animations running. Ideally, this should be done via
// the regular Animation path, i.e., unify the logic between the two
// Animations.
target->EnsureElementAnimations().GetWorkletAnimations().erase(this);
target->SetNeedsAnimationStyleRecalc();
}
}
bool WorkletAnimation::Playing() const {
return play_state_ == V8AnimationPlayState::Enum::kRunning;
}
void WorkletAnimation::UpdateIfNecessary() {
// TODO(crbug.com/833846): This is updating more often than necessary. This
// gets fixed once WorkletAnimation becomes a subclass of Animation.
Update(kTimingUpdateOnDemand);
}
double WorkletAnimation::playbackRate(ScriptState* script_state) const {
return playback_rate_;
}
void WorkletAnimation::setPlaybackRate(ScriptState* script_state,
double playback_rate) {
if (playback_rate == playback_rate_)
return;
// TODO(https://crbug.com/821910): Implement 0 playback rate after pause()
// support is in.
if (!playback_rate) {
if (document_->GetFrame() && ExecutionContext::From(script_state)) {
document_->GetFrame()->Console().AddMessage(
MakeGarbageCollected<ConsoleMessage>(
mojom::ConsoleMessageSource::kJavaScript,
mojom::ConsoleMessageLevel::kWarning,
"WorkletAnimation currently does not support "
"playback rate of Zero."));
}
return;
}
SetPlaybackRateInternal(playback_rate);
}
void WorkletAnimation::SetPlaybackRateInternal(double playback_rate) {
DCHECK(std::isfinite(playback_rate));
DCHECK_NE(playback_rate, playback_rate_);
DCHECK(playback_rate);
std::optional<base::TimeDelta> previous_current_time = CurrentTime();
playback_rate_ = playback_rate;
// Update startTime in order to maintain previous currentTime and, as a
// result, prevent the animation from jumping.
if (previous_current_time)
SetCurrentTime(previous_current_time);
if (Playing())
document_->GetWorkletAnimationController().InvalidateAnimation(*this);
}
void WorkletAnimation::EffectInvalidated() {
InvalidateCompositingState();
}
void WorkletAnimation::Update(TimingUpdateReason reason) {
if (play_state_ != V8AnimationPlayState::Enum::kRunning &&
play_state_ != V8AnimationPlayState::Enum::kPaused) {
return;
}
DCHECK_EQ(effects_.size(), local_times_.size());
for (wtf_size_t i = 0; i < effects_.size(); ++i) {
effects_[i]->UpdateInheritedTime(
local_times_[i]
? std::make_optional(AnimationTimeDelta(local_times_[i].value()))
: std::nullopt,
/* is_idle */ false, playback_rate_, reason);
}
}
bool WorkletAnimation::CheckCanStart(String* failure_message) {
DCHECK(IsMainThread());
for (auto& effect : effects_) {
if (effect->Model()->HasFrames())
continue;
*failure_message = "Animation effect has no keyframes";
return false;
}
return true;
}
void WorkletAnimation::SetCurrentTime(
std::optional<base::TimeDelta> current_time) {
DCHECK(timeline_);
DCHECK(current_time || play_state_ == V8AnimationPlayState::Enum::kIdle);
// The procedure either:
// 1) updates the hold time (for paused animations, non-existent or inactive
// timeline)
// 2) updates the start time (for playing animations)
bool should_hold = play_state_ == V8AnimationPlayState::Enum::kPaused ||
!current_time || !IsTimelineActive();
if (should_hold) {
start_time_ = std::nullopt;
hold_time_ = current_time;
} else {
start_time_ =
CalculateStartTime(current_time.value(), playback_rate_, *timeline_);
hold_time_ = std::nullopt;
}
last_current_time_ = current_time;
was_timeline_active_ = IsTimelineActive();
}
void WorkletAnimation::UpdateCompositingState() {
DCHECK(play_state_ != V8AnimationPlayState::Enum::kIdle);
if (play_state_ == V8AnimationPlayState::Enum::kPending) {
#if DCHECK_IS_ON()
String warning_message;
DCHECK(CheckCanStart(&warning_message));
DCHECK(warning_message.empty());
#endif // DCHECK_IS_ON()
if (StartOnCompositor())
return;
StartOnMain();
} else if (play_state_ == V8AnimationPlayState::Enum::kRunning) {
// TODO(majidvp): If keyframes have changed then it may be possible to now
// run the animation on compositor. The current logic does not allow this
// switch from main to compositor to happen. https://crbug.com/972691.
if (!running_on_main_thread_) {
if (!UpdateOnCompositor()) {
// When an animation that is running on compositor loses the target, it
// falls back to main thread. We need to initialize the last play state
// before this transition to avoid re-adding the same animation to the
// worklet.
last_play_state_ = play_state_;
StartOnMain();
}
}
}
DCHECK(running_on_main_thread_ != !!compositor_animation_)
<< "Active worklet animation should either run on main or compositor";
}
void WorkletAnimation::InvalidateCompositingState() {
effect_needs_restart_ = true;
document_->GetWorkletAnimationController().InvalidateAnimation(*this);
}
void WorkletAnimation::StartOnMain() {
running_on_main_thread_ = true;
std::optional<base::TimeDelta> current_time =
IsCurrentTimeInitialized() ? CurrentTime() : InitialCurrentTime();
DCHECK(current_time);
SetPlayState(V8AnimationPlayState::Enum::kRunning);
SetCurrentTime(current_time);
}
bool WorkletAnimation::CanStartOnCompositor() {
if (effects_.size() > 1) {
// Compositor doesn't support multiple effects but they can be run via main.
return false;
}
if (!GetEffect()->EffectTarget())
return false;
Element& target = *GetEffect()->EffectTarget();
// TODO(crbug.com/836393): This should not be possible but it is currently
// happening and needs to be investigated/fixed.
if (!target.GetComputedStyle())
return false;
// CheckCanStartAnimationOnCompositor requires that the property-specific
// keyframe groups have been created. To ensure this we manually snapshot the
// frames in the target effect.
// TODO(smcgruer): This shouldn't be necessary - Animation doesn't do this.
GetEffect()->Model()->SnapshotAllCompositorKeyframesIfNecessary(
target, target.ComputedStyleRef(), target.ParentComputedStyle());
CompositorAnimations::FailureReasons failure_reasons =
GetEffect()->CheckCanStartAnimationOnCompositor(nullptr, playback_rate_);
if (failure_reasons != CompositorAnimations::kNoFailure)
return false;
// If the scroll source is not composited, fall back to main thread.
if (timeline_->IsScrollTimeline() &&
!CompositorAnimations::CanStartScrollTimelineOnCompositor(
To<ScrollTimeline>(*timeline_).ResolvedSource())) {
return false;
}
// TODO(crbug.com/1281413): This function has returned false since the launch
// of CompositeAfterPaint, but that may not be intended. Should this return
// true?
return false;
}
bool WorkletAnimation::StartOnCompositor() {
DCHECK(IsMainThread());
// There is no need to proceed if an animation has already started on main
// thread.
// TODO(majidvp): If keyframes have changed then it may be possible to now
// run the animation on compositor. The current logic does not allow this
// switch from main to compositor to happen. https://crbug.com/972691.
if (running_on_main_thread_)
return false;
if (!CanStartOnCompositor())
return false;
if (!compositor_animation_) {
// TODO(smcgruer): If the scroll source later gets a LayoutBox (e.g. was
// display:none and now isn't) or the writing mode changes, we need to
// update the compositor to have the correct orientation and start/end
// offset information.
compositor_animation_ = CompositorAnimation::CreateWorkletAnimation(
id_, animator_name_, playback_rate_, std::move(options_),
std::move(effect_timings_));
compositor_animation_->SetAnimationDelegate(this);
}
// Register ourselves on the compositor timeline. This will cause our cc-side
// animation animation to be registered.
cc::AnimationTimeline* compositor_timeline =
timeline_ ? timeline_->EnsureCompositorTimeline() : nullptr;
if (compositor_timeline) {
if (GetCompositorAnimation()) {
compositor_timeline->AttachAnimation(
GetCompositorAnimation()->CcAnimation());
}
// Note that while we attach here but we don't detach because the
// |compositor_timeline| is detached in its destructor.
if (compositor_timeline->IsScrollTimeline())
document_->AttachCompositorTimeline(compositor_timeline);
}
CompositorAnimations::AttachCompositedLayers(*GetEffect()->EffectTarget(),
compositor_animation_.get());
// TODO(smcgruer): We need to start all of the effects, not just the first.
StartEffectOnCompositor(compositor_animation_.get(), GetEffect());
SetPlayState(V8AnimationPlayState::Enum::kRunning);
SetCurrentTime(InitialCurrentTime());
return true;
}
bool WorkletAnimation::UpdateOnCompositor() {
if (effect_needs_restart_) {
// We want to update the keyframe effect on compositor animation without
// destroying the compositor animation instance. This is achieved by
// canceling, and starting the blink keyframe effect on compositor.
effect_needs_restart_ = false;
GetEffect()->CancelAnimationOnCompositor(compositor_animation_.get());
if (!CanStartOnCompositor()) {
// Destroy the compositor animation if the animation is no longer
// compositable.
//
// TODO(821910): At the moment destroying the compositor animation
// instance also deletes the animator instance which is problematic for
// stateful animators. A more seamless hand-off is needed here and for
// pause.
DestroyCompositorAnimation();
return false;
}
StartEffectOnCompositor(compositor_animation_.get(), GetEffect());
}
if (timeline_->IsScrollTimeline())
timeline_->UpdateCompositorTimeline();
compositor_animation_->UpdatePlaybackRate(playback_rate_);
return true;
}
void WorkletAnimation::DestroyCompositorAnimation() {
if (compositor_animation_ && compositor_animation_->IsElementAttached())
compositor_animation_->DetachElement();
cc::AnimationTimeline* compositor_timeline =
timeline_ ? timeline_->CompositorTimeline() : nullptr;
if (compositor_timeline && GetCompositorAnimation()) {
compositor_timeline->DetachAnimation(
GetCompositorAnimation()->CcAnimation());
}
if (compositor_animation_) {
compositor_animation_->SetAnimationDelegate(nullptr);
compositor_animation_ = nullptr;
}
}
KeyframeEffect* WorkletAnimation::GetEffect() const {
DCHECK(effects_.at(0));
return effects_.at(0).Get();
}
bool WorkletAnimation::IsActiveAnimation() const {
return IsActive(play_state_);
}
bool WorkletAnimation::IsTimelineActive() const {
return timeline_ && timeline_->IsActive();
}
bool WorkletAnimation::IsCurrentTimeInitialized() const {
return start_time_ || hold_time_;
}
// Returns initial current time of an animation. This method is called when
// calculating initial start time.
// Document-linked animations are initialized with the current time of zero
// and start time of the document timeline current time.
// Scroll-linked animations are initialized with the start time of
// zero (i.e., scroll origin) and the current time corresponding to the current
// scroll position adjusted by the playback rate.
//
// More information at AnimationTimeline::InitialStartTimeForAnimations
//
// TODO(https://crbug.com/986925): The playback rate should be taken into
// consideration when calculating the initial current time.
// https://drafts.csswg.org/web-animations/#playing-an-animation-section
std::optional<base::TimeDelta> WorkletAnimation::InitialCurrentTime() const {
if (play_state_ == V8AnimationPlayState::Enum::kIdle || !IsTimelineActive()) {
return std::nullopt;
}
std::optional<base::TimeDelta> starting_time =
timeline_->InitialStartTimeForAnimations();
std::optional<double> current_time = timeline_->CurrentTimeMilliseconds();
if (!starting_time || !current_time) {
return std::nullopt;
}
return (base::Milliseconds(current_time.value()) - starting_time.value()) *
playback_rate_;
}
void WorkletAnimation::UpdateCurrentTimeIfNeeded() {
bool is_timeline_active = IsTimelineActive();
if (is_timeline_active != was_timeline_active_) {
if (is_timeline_active) {
if (!IsCurrentTimeInitialized()) {
// The animation has started with inactive timeline. Initialize the
// current time now.
SetCurrentTime(InitialCurrentTime());
} else {
// Apply hold_time on current_time.
SetCurrentTime(hold_time_);
}
} else {
// Apply current_time on hold_time.
SetCurrentTime(last_current_time_);
}
was_timeline_active_ = is_timeline_active;
}
}
std::optional<base::TimeDelta> WorkletAnimation::CurrentTime() {
if (play_state_ == V8AnimationPlayState::Enum::kIdle) {
return std::nullopt;
}
// Current time calculated for scroll-linked animations depends on style
// of the associated scroller. However it does not force style recalc when it
// changes. This may create a situation when style has changed, style recalc
// didn't run and the current time is calculated on the "dirty" style.
UpdateCurrentTimeIfNeeded();
last_current_time_ = CurrentTimeInternal();
return last_current_time_;
}
std::optional<base::TimeDelta> WorkletAnimation::CurrentTimeInternal() const {
if (play_state_ == V8AnimationPlayState::Enum::kIdle) {
return std::nullopt;
}
if (hold_time_)
return hold_time_.value();
// We return early here when the animation has started with inactive
// timeline and the timeline has never been activated.
if (!IsTimelineActive())
return std::nullopt;
// Currently ScrollTimeline may return unresolved current time when:
// - Current scroll offset is less than startScrollOffset and fill mode is
// none or forward.
// OR
// - Current scroll offset is greater than or equal to endScrollOffset and
// fill mode is none or backwards.
std::optional<double> timeline_time_ms = timeline_->CurrentTimeMilliseconds();
if (!timeline_time_ms)
return std::nullopt;
base::TimeDelta timeline_time = base::Milliseconds(timeline_time_ms.value());
DCHECK(start_time_);
return (timeline_time - start_time_.value()) * playback_rate_;
}
void WorkletAnimation::UpdateInputState(
AnimationWorkletDispatcherInput* input_state) {
std::optional<base::TimeDelta> current_time = CurrentTime();
if (!running_on_main_thread_) {
return;
}
bool was_active = IsActive(last_play_state_);
bool is_active = IsActive(play_state_);
// We don't animate if there is no valid current time.
if (!current_time)
return;
bool did_time_change = current_time != last_input_update_current_time_;
last_input_update_current_time_ = current_time;
double current_time_ms = current_time.value().InMillisecondsF();
if (!was_active && is_active) {
input_state->Add({id_, animator_name_.Utf8(), current_time_ms,
CloneOptions(), CloneEffectTimings()});
} else if (was_active && is_active) {
// Skip if the input time is not changed.
if (did_time_change)
// TODO(jortaylo): EffectTimings need to be sent to the worklet during
// updates, otherwise the timing info will become outdated.
// https://crbug.com/915344.
input_state->Update({id_, current_time_ms});
} else if (was_active && !is_active) {
input_state->Remove(id_);
}
last_play_state_ = play_state_;
}
void WorkletAnimation::SetOutputState(
const AnimationWorkletOutput::AnimationState& state) {
DCHECK(state.worklet_animation_id == id_);
// The local times for composited effects, i.e. not running on main, are
// updated via posting animation events from the compositor thread to the main
// thread (see WorkletAnimation::NotifyLocalTimeUpdated).
DCHECK(local_times_.size() == state.local_times.size() &&
running_on_main_thread_);
for (wtf_size_t i = 0; i < state.local_times.size(); ++i)
local_times_[i] = state.local_times[i];
}
void WorkletAnimation::NotifyLocalTimeUpdated(
std::optional<base::TimeDelta> local_time) {
DCHECK(!running_on_main_thread_);
local_times_[0] = local_time;
}
void WorkletAnimation::Dispose() {
DCHECK(IsMainThread());
DestroyCompositorAnimation();
}
void WorkletAnimation::Trace(Visitor* visitor) const {
visitor->Trace(document_);
visitor->Trace(effects_);
visitor->Trace(timeline_);
WorkletAnimationBase::Trace(visitor);
}
} // namespace blink
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