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/*
* Copyright (c) 2014, 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
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* * 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
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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#include "third_party/blink/renderer/core/animation/animation_clock.h"
#include <math.h>
namespace blink {
namespace {
// This is an approximation of time between frames, used when ticking the
// animation clock outside of animation frame callbacks.
constexpr base::TimeDelta kApproximateFrameTime =
base::TimeDelta::FromSecondsD(1 / 60.0);
} // namespace
unsigned AnimationClock::currently_running_task_ = 0;
void AnimationClock::UpdateTime(base::TimeTicks time) {
task_for_which_time_was_calculated_ = currently_running_task_;
// TODO(crbug.com/985770): Change this to a DCHECK_GE(time, time_) when
// VR no longer sends historical timestamps.
if (time < time_)
return;
time_ = time;
}
base::TimeTicks AnimationClock::CurrentTime() {
// By spec, within a single rendering lifecycle the AnimationClock time should
// not change (as it is set from the frame time).
if (!can_dynamically_update_time_)
return time_;
// Outside of the rendering lifecycle, we may have to dynamically advance our
// own time (see comments on |SetAllowedToDynamicallyUpdateTime|). However we
// should never dynamically advance time inside a single task, as otherwise a
// single long-running JavaScript function could see multiple different times
// from document.timeline.currentTime.
if (task_for_which_time_was_calculated_ == currently_running_task_)
return time_;
// Otherwise, we may need to dynamically update our own time. Again see the
// comments on |SetAllowedToDynamicallyUpdateTime|.
const base::TimeTicks current_time = clock_->NowTicks();
base::TimeTicks new_time = time_;
if (time_ < current_time) {
// Attempt to predict what the most recent timestamp would have been. This
// may not produce a result greater than |time_|, but it greatly reduces the
// chance of conflicting with any future frame timestamp that does come in.
const base::TimeDelta frame_shift =
(current_time - time_) % kApproximateFrameTime;
new_time = current_time - frame_shift;
DCHECK_GE(new_time, time_);
}
UpdateTime(new_time);
return time_;
}
void AnimationClock::ResetTimeForTesting() {
time_ = base::TimeTicks();
}
void AnimationClock::OverrideDynamicClockForTesting(
const base::TickClock* clock) {
clock_ = clock;
ResetTimeForTesting();
UpdateTime(clock_->NowTicks());
}
} // namespace blink