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cc / trees / layer_tree_mutator.h [blame]
// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_TREES_LAYER_TREE_MUTATOR_H_
#define CC_TREES_LAYER_TREE_MUTATOR_H_
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include "base/check.h"
#include "base/functional/callback_forward.h"
#include "base/time/time.h"
#include "cc/cc_export.h"
#include "cc/trees/animation_effect_timings.h"
#include "cc/trees/animation_options.h"
namespace cc {
// TOOD(kevers): Remove kDrop once confirmed that it is no longer needed under
// any circumstances.
enum class MutateQueuingStrategy {
kDrop, // Discard request if busy.
kQueueHighPriority, // Queues request if busy. This request is
// is next to run in the queue. Only one
// high priority request can be in-flight
// at any point in time.
kQueueAndReplaceNormalPriority, // Queues request if busy. This request
// replaces an existing normal priority
// request. In the case of mutations cycles
// that cannot keep up with the frame rate,
// replaced mutation requests are dropped
// from the queue.
};
enum class MutateStatus {
kCompletedWithUpdate, // Mutation cycle successfully ran to completion with
// at least one update.
kCompletedNoUpdate, // Mutation cycle successfully ran to completion but
// no update was applied.
kCanceled // Mutation cycle dropped from the input queue.
};
struct CC_EXPORT WorkletAnimationId {
// Uniquely identifies the animation worklet with which this animation is
// associated.
int worklet_id;
// Uniquely identifies the animation within its animation worklet. Note that
// animation_id is only guaranteed to be unique per animation worklet.
int animation_id;
// Initialize with invalid id.
WorkletAnimationId() : worklet_id(0), animation_id(0) {}
WorkletAnimationId(int worklet_id, int animation_id)
: worklet_id(worklet_id), animation_id(animation_id) {}
inline bool operator==(const WorkletAnimationId& rhs) const {
return (this->worklet_id == rhs.worklet_id) &&
(this->animation_id == rhs.animation_id);
}
// Returns true if the WorkletAnimationId has been initialized with a valid
// id.
explicit operator bool() const { return !!worklet_id || !!animation_id; }
};
struct CC_EXPORT AnimationWorkletInput {
struct CC_EXPORT AddAndUpdateState {
WorkletAnimationId worklet_animation_id;
// Name associated with worklet animation.
std::string name;
// Worklet animation's current time, from its associated timeline.
double current_time;
std::unique_ptr<AnimationOptions> options;
std::unique_ptr<AnimationEffectTimings> effect_timings;
AddAndUpdateState(WorkletAnimationId worklet_animation_id,
std::string name,
double current_time,
std::unique_ptr<AnimationOptions> options,
std::unique_ptr<AnimationEffectTimings> effect_timings);
AddAndUpdateState(AddAndUpdateState&&);
~AddAndUpdateState();
};
struct CC_EXPORT UpdateState {
WorkletAnimationId worklet_animation_id;
// Worklet animation's current time, from its associated timeline.
double current_time = 0;
};
// Note: When adding any new fields please also update ValidateScope to
// reflect them if necessary.
std::vector<AddAndUpdateState> added_and_updated_animations;
std::vector<UpdateState> updated_animations;
std::vector<WorkletAnimationId> removed_animations;
AnimationWorkletInput();
AnimationWorkletInput(const AnimationWorkletInput&) = delete;
~AnimationWorkletInput();
AnimationWorkletInput& operator=(const AnimationWorkletInput&) = delete;
#if DCHECK_IS_ON()
// Verifies all animation states have the expected worklet id.
bool ValidateId(int worklet_id) const;
#endif
};
class CC_EXPORT MutatorInputState {
public:
MutatorInputState();
MutatorInputState(const MutatorInputState&) = delete;
~MutatorInputState();
MutatorInputState& operator=(const MutatorInputState&) = delete;
bool IsEmpty() const;
void Add(AnimationWorkletInput::AddAndUpdateState&& state);
void Update(AnimationWorkletInput::UpdateState&& state);
void Remove(WorkletAnimationId worklet_animation_id);
// Returns input for animation worklet with the given |scope_id| and nullptr
// if there is no input.
std::unique_ptr<AnimationWorkletInput> TakeWorkletState(int scope_id);
private:
using InputMap =
std::unordered_map<int, std::unique_ptr<AnimationWorkletInput>>;
// Maps a scope id to its associated AnimationWorkletInput instance.
// Only contains scope ids for which there is a non-empty input.
InputMap inputs_;
// Returns iterator pointing to the entry in |inputs_| map whose key is id. It
// inserts a new entry if none exists.
AnimationWorkletInput& EnsureWorkletEntry(int id);
};
struct CC_EXPORT AnimationWorkletOutput {
struct CC_EXPORT AnimationState {
explicit AnimationState(WorkletAnimationId);
AnimationState(const AnimationState&);
~AnimationState();
WorkletAnimationId worklet_animation_id;
std::vector<std::optional<base::TimeDelta>> local_times;
};
AnimationWorkletOutput();
~AnimationWorkletOutput();
std::vector<AnimationState> animations;
};
// LayerTreeMutatorClient processes worklet outputs individually so we can
// define mutator output to be the same as animation worklet output.
using MutatorOutputState = AnimationWorkletOutput;
class LayerTreeMutatorClient {
public:
// Called when mutator needs to update its output.
//
// |output_state|: Most recent output of the mutator.
virtual void SetMutationUpdate(
std::unique_ptr<MutatorOutputState> output_state) = 0;
};
class CC_EXPORT LayerTreeMutator {
public:
virtual ~LayerTreeMutator() {}
virtual void SetClient(LayerTreeMutatorClient* client) = 0;
using DoneCallback = base::OnceCallback<void(MutateStatus)>;
virtual bool Mutate(std::unique_ptr<MutatorInputState> input_state,
MutateQueuingStrategy queueing_strategy,
DoneCallback done_callback) = 0;
// TODO(majidvp): Remove when timeline inputs are known.
virtual bool HasMutators() = 0;
};
} // namespace cc
#endif // CC_TREES_LAYER_TREE_MUTATOR_H_