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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 "third_party/blink/renderer/core/animation/pending_animations.h"
#include "third_party/blink/renderer/core/animation/document_timeline.h"
#include "third_party/blink/renderer/core/animation/keyframe_effect.h"
#include "third_party/blink/renderer/core/dom/document.h"
#include "third_party/blink/renderer/core/frame/local_frame_view.h"
#include "third_party/blink/renderer/core/page/page.h"
#include "third_party/blink/renderer/platform/instrumentation/tracing/trace_event.h"
namespace blink {
void PendingAnimations::Add(Animation* animation) {
DCHECK(animation);
DCHECK_EQ(pending_.Find(animation), kNotFound);
pending_.push_back(animation);
Document* document = animation->GetDocument();
if (document->View())
document->View()->ScheduleAnimation();
bool visible = document->GetPage() && document->GetPage()->IsPageVisible();
if (!visible && !timer_.IsActive()) {
// Verify the timer is not activated in cycles.
CHECK(!inside_timer_fired_);
timer_.StartOneShot(base::TimeDelta(), FROM_HERE);
}
}
bool PendingAnimations::Update(
const PaintArtifactCompositor* paint_artifact_compositor,
bool start_on_compositor) {
HeapVector<Member<Animation>> waiting_for_start_time;
bool started_synchronized_on_compositor = false;
HeapVector<Member<Animation>> animations;
HeapVector<Member<Animation>> deferred;
animations.swap(pending_);
int compositor_group = NextCompositorGroup();
for (auto& animation : animations) {
bool had_compositor_animation =
animation->HasActiveAnimationsOnCompositor();
// Animations with a start time do not participate in compositor start-time
// grouping.
if (animation->PreCommit(
animation->StartTimeInternal() ? 1 : compositor_group,
paint_artifact_compositor, start_on_compositor)) {
if (animation->HasActiveAnimationsOnCompositor() &&
!had_compositor_animation && !animation->StartTimeInternal()) {
started_synchronized_on_compositor = true;
}
if (!animation->timeline() || !animation->timeline()->IsActive())
continue;
if (animation->Playing() && !animation->StartTimeInternal()) {
waiting_for_start_time.push_back(animation.Get());
} else if (animation->PendingInternal()) {
DCHECK(animation->timeline()->IsActive() &&
animation->timeline()->CurrentTime());
// A pending animation that is not waiting on a start time does not need
// to be synchronized with animations that are starting up. Nonetheless,
// it needs to notify the animation to resolve the ready promise and
// commit the pending state.
animation->NotifyReady(animation->timeline()->CurrentTime().value());
}
} else {
deferred.push_back(animation);
}
}
// If any synchronized animations were started on the compositor, all
// remaining synchronized animations need to wait for the synchronized
// start time. Otherwise they may start immediately.
if (started_synchronized_on_compositor) {
FlushWaitingNonCompositedAnimations();
waiting_for_compositor_animation_start_.AppendVector(
waiting_for_start_time);
} else {
for (auto& animation : waiting_for_start_time) {
DCHECK(!animation->StartTimeInternal());
DCHECK(animation->timeline()->IsActive() &&
animation->timeline()->CurrentTime());
animation->NotifyReady(animation->timeline()->CurrentTime().value());
}
}
// FIXME: The postCommit should happen *after* the commit, not before.
for (auto& animation : animations)
animation->PostCommit();
DCHECK(pending_.IsEmpty());
DCHECK(start_on_compositor || deferred.IsEmpty());
for (auto& animation : deferred)
animation->SetCompositorPending();
DCHECK_EQ(pending_.size(), deferred.size());
if (started_synchronized_on_compositor)
return true;
if (waiting_for_compositor_animation_start_.IsEmpty())
return false;
// Check if we're still waiting for any compositor animations to start.
for (auto& animation : waiting_for_compositor_animation_start_) {
if (animation->HasActiveAnimationsOnCompositor())
return true;
}
// If not, go ahead and start any animations that were waiting.
NotifyCompositorAnimationStarted(
base::TimeTicks::Now().since_origin().InSecondsF());
DCHECK_EQ(pending_.size(), deferred.size());
return false;
}
void PendingAnimations::NotifyCompositorAnimationStarted(
double monotonic_animation_start_time,
int compositor_group) {
TRACE_EVENT0("blink", "PendingAnimations::notifyCompositorAnimationStarted");
HeapVector<Member<Animation>> animations;
animations.swap(waiting_for_compositor_animation_start_);
for (auto animation : animations) {
if (animation->StartTimeInternal() || !animation->PendingInternal() ||
!animation->timeline() || !animation->timeline()->IsActive()) {
// Already started or no longer relevant.
continue;
}
if (compositor_group && animation->CompositorGroup() != compositor_group) {
// Still waiting.
waiting_for_compositor_animation_start_.push_back(animation);
continue;
}
if (animation->timeline() &&
!animation->timeline()->IsMonotonicallyIncreasing()) {
animation->NotifyReady(
animation->timeline()->CurrentTime().value_or(AnimationTimeDelta()));
} else {
animation->NotifyReady(
AnimationTimeDelta::FromSecondsD(monotonic_animation_start_time) -
animation->timeline()->ZeroTime());
}
}
}
int PendingAnimations::NextCompositorGroup() {
do {
// Wrap around, skipping 0, 1.
// * 0 is reserved for automatic assignment
// * 1 is used for animations with a specified start time
++compositor_group_;
} while (compositor_group_ == 0 || compositor_group_ == 1);
return compositor_group_;
}
void PendingAnimations::FlushWaitingNonCompositedAnimations() {
if (waiting_for_compositor_animation_start_.IsEmpty())
return;
// Start any main thread animations that were scheduled to wait on
// compositor synchronization from a previous frame. Otherwise, a
// continuous influx of new composited animations could delay the start
// of non-composited animations indefinitely (crbug.com/666710).
HeapVector<Member<Animation>> animations;
animations.swap(waiting_for_compositor_animation_start_);
for (auto& animation : animations) {
if (animation->HasActiveAnimationsOnCompositor()) {
waiting_for_compositor_animation_start_.push_back(animation);
} else {
DCHECK(animation->timeline()->IsActive() &&
animation->timeline()->CurrentTime());
animation->NotifyReady(animation->timeline()->CurrentTime().value());
}
}
}
void PendingAnimations::Trace(Visitor* visitor) const {
visitor->Trace(pending_);
visitor->Trace(waiting_for_compositor_animation_start_);
visitor->Trace(timer_);
}
void PendingAnimations::TimerFired(TimerBase*) {
base::AutoReset<bool> mark_inside(&inside_timer_fired_, true);
Update(nullptr, false);
}
} // namespace blink
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