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32 #include "core/animation/CompositorPendingAnimations.h"
34 #include "core/animation/Animation.h"
35 #include "core/animation/AnimationTimeline.h"
36 #include "core/frame/FrameView.h"
37 #include "core/page/Page.h"
38 #include "core/rendering/RenderLayer.h"
42 void CompositorPendingAnimations::add(AnimationPlayer* player)
45 ASSERT(m_pending.find(player) == kNotFound);
46 m_pending.append(player);
48 Document* document = player->timeline()->document();
50 document->view()->scheduleAnimation();
52 bool visible = document->page() && document->page()->visibilityState() == PageVisibilityStateVisible;
53 if (!visible && !m_timer.isActive()) {
54 m_timer.startOneShot(0, FROM_HERE);
58 bool CompositorPendingAnimations::update(bool startOnCompositor)
60 Vector<AnimationPlayer*> waitingForStartTime;
61 bool startedSynchronizedOnCompositor = false;
63 WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > players;
64 players.swap(m_pending);
66 for (size_t i = 0; i < players.size(); ++i) {
67 AnimationPlayer& player = *players[i].get();
68 bool hadCompositorAnimation = player.hasActiveAnimationsOnCompositor();
69 player.preCommit(startOnCompositor);
70 if (player.hasActiveAnimationsOnCompositor() && !hadCompositorAnimation) {
71 startedSynchronizedOnCompositor = true;
74 if (player.playing() && !player.hasStartTime()) {
75 waitingForStartTime.append(&player);
79 // If any synchronized animations were started on the compositor, all
80 // remaning synchronized animations need to wait for the synchronized
81 // start time. Otherwise they may start immediately.
82 if (startedSynchronizedOnCompositor) {
83 for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
84 if (!waitingForStartTime[i]->hasStartTime()) {
85 m_waitingForCompositorAnimationStart.append(waitingForStartTime[i]);
89 for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
90 if (!waitingForStartTime[i]->hasStartTime()) {
91 waitingForStartTime[i]->notifyCompositorStartTime(waitingForStartTime[i]->timeline()->currentTimeInternal());
96 // FIXME: The postCommit should happen *after* the commit, not before.
97 for (size_t i = 0; i < players.size(); ++i) {
98 AnimationPlayer& player = *players[i].get();
99 player.postCommit(player.timeline()->currentTimeInternal());
102 ASSERT(m_pending.isEmpty());
104 if (startedSynchronizedOnCompositor)
107 if (m_waitingForCompositorAnimationStart.isEmpty())
110 // Check if we're still waiting for any compositor animations to start.
111 for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) {
112 if (m_waitingForCompositorAnimationStart[i].get()->hasActiveAnimationsOnCompositor())
116 // If not, go ahead and start any animations that were waiting.
117 notifyAnimationStarted(monotonicallyIncreasingTime(), false);
119 ASSERT(m_pending.isEmpty());
123 void CompositorPendingAnimations::notifyAnimationStarted(double monotonicAnimationStartTime, bool startedOnCompositor)
125 TRACE_EVENT0("blink", "CompositorPendingAnimations::notifyCompositorAnimationStarted");
126 for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) {
127 AnimationPlayer* player = m_waitingForCompositorAnimationStart[i].get();
128 if (player->hasStartTime())
130 double effectiveStartTime = monotonicAnimationStartTime - player->timeline()->zeroTime();
131 if (startedOnCompositor) {
132 player->notifyCompositorStartTime(effectiveStartTime);
134 player->notifyStartTime(effectiveStartTime);
138 m_waitingForCompositorAnimationStart.clear();
141 void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monotonicAnimationStartTime)
143 TRACE_EVENT0("blink", "CompositorPendingAnimations::notifyCompositorAnimationStarted");
144 notifyAnimationStarted(monotonicAnimationStartTime, true);
147 void CompositorPendingAnimations::trace(Visitor* visitor)
149 visitor->trace(m_pending);
150 visitor->trace(m_waitingForCompositorAnimationStart);