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// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/animation/animation_host.h"
#include "base/memory/ptr_util.h"
#include "cc/animation/animation_id_provider.h"
#include "cc/animation/animation_timeline.h"
#include "cc/animation/scroll_timeline.h"
#include "cc/animation/worklet_animation.h"
#include "cc/test/animation_test_common.h"
#include "cc/test/animation_timelines_test_common.h"
#include "cc/test/mock_layer_tree_mutator.h"
#include "cc/trees/scroll_node.h"
#include "cc/trees/transform_node.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
using ::testing::InvokeWithoutArgs;
using ::testing::Mock;
using ::testing::NiceMock;
using ::testing::Return;
using ::testing::_;
namespace cc {
namespace {
class AnimationHostTest : public AnimationTimelinesTest {
public:
AnimationHostTest() = default;
~AnimationHostTest() override = default;
void AttachWorkletAnimation() {
client_.RegisterElementId(element_id_, ElementListType::ACTIVE);
client_impl_.RegisterElementId(element_id_, ElementListType::PENDING);
client_impl_.RegisterElementId(element_id_, ElementListType::ACTIVE);
worklet_animation_ = WorkletAnimation::Create(
worklet_animation_id_, "test_name", 1, nullptr, nullptr, nullptr);
int cc_id = worklet_animation_->id();
worklet_animation_->AttachElement(element_id_);
host_->AddAnimationTimeline(timeline_);
timeline_->AttachAnimation(worklet_animation_);
host_->PushPropertiesTo(host_impl_);
timeline_impl_ = host_impl_->GetTimelineById(timeline_id_);
worklet_animation_impl_ =
ToWorkletAnimation(timeline_impl_->GetAnimationById(cc_id));
}
void SetOutputState(base::TimeDelta local_time) {
MutatorOutputState::AnimationState state(worklet_animation_id_);
state.local_times.push_back(local_time);
worklet_animation_impl_->SetOutputState(state);
}
scoped_refptr<WorkletAnimation> worklet_animation_;
scoped_refptr<WorkletAnimation> worklet_animation_impl_;
WorkletAnimationId worklet_animation_id_{11, 12};
};
// See Animation tests on layer registration/unregistration in
// animation_unittest.cc.
TEST_F(AnimationHostTest, SyncTimelinesAddRemove) {
std::unique_ptr<AnimationHost> host(
AnimationHost::CreateForTesting(ThreadInstance::MAIN));
std::unique_ptr<AnimationHost> host_impl(
AnimationHost::CreateForTesting(ThreadInstance::IMPL));
const int timeline_id = AnimationIdProvider::NextTimelineId();
scoped_refptr<AnimationTimeline> timeline(
AnimationTimeline::Create(timeline_id));
host->AddAnimationTimeline(timeline.get());
EXPECT_TRUE(timeline->animation_host());
EXPECT_FALSE(host_impl->GetTimelineById(timeline_id));
host->PushPropertiesTo(host_impl.get());
scoped_refptr<AnimationTimeline> timeline_impl =
host_impl->GetTimelineById(timeline_id);
EXPECT_TRUE(timeline_impl);
EXPECT_EQ(timeline_impl->id(), timeline_id);
host->PushPropertiesTo(host_impl.get());
EXPECT_EQ(timeline_impl, host_impl->GetTimelineById(timeline_id));
host->RemoveAnimationTimeline(timeline.get());
EXPECT_FALSE(timeline->animation_host());
host->PushPropertiesTo(host_impl.get());
EXPECT_FALSE(host_impl->GetTimelineById(timeline_id));
EXPECT_FALSE(timeline_impl->animation_host());
}
TEST_F(AnimationHostTest, ImplOnlyTimeline) {
std::unique_ptr<AnimationHost> host(
AnimationHost::CreateForTesting(ThreadInstance::MAIN));
std::unique_ptr<AnimationHost> host_impl(
AnimationHost::CreateForTesting(ThreadInstance::IMPL));
const int timeline_id1 = AnimationIdProvider::NextTimelineId();
const int timeline_id2 = AnimationIdProvider::NextTimelineId();
scoped_refptr<AnimationTimeline> timeline(
AnimationTimeline::Create(timeline_id1));
scoped_refptr<AnimationTimeline> timeline_impl(
AnimationTimeline::Create(timeline_id2));
timeline_impl->set_is_impl_only(true);
host->AddAnimationTimeline(timeline.get());
host_impl->AddAnimationTimeline(timeline_impl.get());
host->PushPropertiesTo(host_impl.get());
EXPECT_TRUE(host->GetTimelineById(timeline_id1));
EXPECT_TRUE(host_impl->GetTimelineById(timeline_id2));
}
TEST_F(AnimationHostTest, ImplOnlyScrollAnimationUpdateTargetIfDetached) {
client_.RegisterElementId(element_id_, ElementListType::ACTIVE);
client_impl_.RegisterElementId(element_id_, ElementListType::PENDING);
gfx::ScrollOffset target_offset(0., 2.);
gfx::ScrollOffset current_offset(0., 1.);
host_impl_->ImplOnlyScrollAnimationCreate(element_id_, target_offset,
current_offset, base::TimeDelta(),
base::TimeDelta());
gfx::Vector2dF scroll_delta(0, 0.5);
gfx::ScrollOffset max_scroll_offset(0., 3.);
base::TimeTicks time;
time += base::TimeDelta::FromSecondsD(0.1);
EXPECT_TRUE(host_impl_->ImplOnlyScrollAnimationUpdateTarget(
element_id_, scroll_delta, max_scroll_offset, time, base::TimeDelta()));
// Detach all animations from layers and timelines.
host_impl_->ClearMutators();
time += base::TimeDelta::FromSecondsD(0.1);
EXPECT_FALSE(host_impl_->ImplOnlyScrollAnimationUpdateTarget(
element_id_, scroll_delta, max_scroll_offset, time, base::TimeDelta()));
}
// Tests that verify interaction of AnimationHost with LayerTreeMutator.
TEST_F(AnimationHostTest, FastLayerTreeMutatorUpdateTakesEffectInSameFrame) {
AttachWorkletAnimation();
const float start_opacity = .7f;
const float end_opacity = .3f;
const double duration = 1.;
const float expected_opacity =
start_opacity + (end_opacity - start_opacity) / 2;
AddOpacityTransitionToAnimation(worklet_animation_.get(), duration,
start_opacity, end_opacity, true);
base::TimeDelta local_time = base::TimeDelta::FromSecondsD(duration / 2);
MockLayerTreeMutator* mock_mutator = new NiceMock<MockLayerTreeMutator>();
host_impl_->SetLayerTreeMutator(
base::WrapUnique<LayerTreeMutator>(mock_mutator));
ON_CALL(*mock_mutator, HasMutators()).WillByDefault(Return(true));
ON_CALL(*mock_mutator, MutateRef(_))
.WillByDefault(InvokeWithoutArgs(
[this, local_time]() { this->SetOutputState(local_time); }));
// Push the opacity animation to the impl thread.
host_->PushPropertiesTo(host_impl_);
host_impl_->ActivateAnimations(nullptr);
// Ticking host should cause layer tree mutator to update output state which
// should take effect in the same animation frame.
TickAnimationsTransferEvents(base::TimeTicks(), 0u);
// Emulate behavior in PrepareToDraw. Animation worklet updates are best
// effort, and the animation tick is deferred until draw to allow time for the
// updates to arrive.
host_impl_->TickWorkletAnimations();
TestLayer* layer =
client_.FindTestLayer(element_id_, ElementListType::ACTIVE);
EXPECT_FALSE(layer->is_property_mutated(TargetProperty::OPACITY));
client_impl_.ExpectOpacityPropertyMutated(
element_id_, ElementListType::ACTIVE, expected_opacity);
}
TEST_F(AnimationHostTest, LayerTreeMutatorsIsMutatedWithCorrectInputState) {
AttachWorkletAnimation();
MockLayerTreeMutator* mock_mutator = new NiceMock<MockLayerTreeMutator>();
host_impl_->SetLayerTreeMutator(
base::WrapUnique<LayerTreeMutator>(mock_mutator));
ON_CALL(*mock_mutator, HasMutators()).WillByDefault(Return(true));
const float start_opacity = .7f;
const float end_opacity = .3f;
const double duration = 1.;
AddOpacityTransitionToAnimation(worklet_animation_.get(), duration,
start_opacity, end_opacity, true);
host_->PushPropertiesTo(host_impl_);
host_impl_->ActivateAnimations(nullptr);
EXPECT_CALL(*mock_mutator, MutateRef(_));
base::TimeTicks time;
time += base::TimeDelta::FromSecondsD(0.1);
TickAnimationsTransferEvents(time, 0u);
}
TEST_F(AnimationHostTest, LayerTreeMutatorsIsMutatedOnlyWhenInputChanges) {
AttachWorkletAnimation();
MockLayerTreeMutator* mock_mutator = new NiceMock<MockLayerTreeMutator>();
host_impl_->SetLayerTreeMutator(
base::WrapUnique<LayerTreeMutator>(mock_mutator));
ON_CALL(*mock_mutator, HasMutators()).WillByDefault(Return(true));
const float start_opacity = .7f;
const float end_opacity = .3f;
const double duration = 1.;
AddOpacityTransitionToAnimation(worklet_animation_.get(), duration,
start_opacity, end_opacity, true);
host_->PushPropertiesTo(host_impl_);
host_impl_->ActivateAnimations(nullptr);
EXPECT_CALL(*mock_mutator, MutateRef(_)).Times(1);
base::TimeTicks time;
time += base::TimeDelta::FromSecondsD(0.1);
TickAnimationsTransferEvents(time, 0u);
// The time has not changed which means worklet animation input is the same.
// Ticking animations again should not result in mutator being asked to
// mutate.
TickAnimationsTransferEvents(time, 0u);
}
class MockAnimation : public Animation {
public:
explicit MockAnimation(int id) : Animation(id) {}
MOCK_METHOD1(Tick, void(base::TimeTicks monotonic_time));
private:
~MockAnimation() {}
};
bool Animation1TimeEquals20(MutatorInputState* input) {
std::unique_ptr<AnimationWorkletInput> in = input->TakeWorkletState(333);
return in && in->added_and_updated_animations.size() == 1 &&
in->added_and_updated_animations[0]
.worklet_animation_id.animation_id == 22 &&
in->added_and_updated_animations[0].current_time == 20;
}
void CreateScrollingNodeForElement(ElementId element_id,
PropertyTrees* property_trees) {
// A scrolling node in cc has a corresponding transform node (See
// |ScrollNode::transform_id|). This setup here creates both nodes and links
// them as they would normally be. This more complete setup is necessary here
// because ScrollTimeline depends on both nodes for its calculations.
TransformNode transform_node;
transform_node.scrolls = true;
transform_node.source_node_id = TransformTree::kRootNodeId;
int transform_node_id =
property_trees->transform_tree.Insert(transform_node, 0);
property_trees->element_id_to_transform_node_index[element_id] =
transform_node_id;
ScrollNode scroll_node;
scroll_node.scrollable = true;
// Setup scroll dimention to be 100x100.
scroll_node.bounds = gfx::Size(200, 200);
scroll_node.container_bounds = gfx::Size(100, 100);
scroll_node.element_id = element_id;
scroll_node.transform_id = transform_node_id;
int scroll_node_id = property_trees->scroll_tree.Insert(scroll_node, 0);
property_trees->element_id_to_scroll_node_index[element_id] = scroll_node_id;
}
void SetScrollOffset(PropertyTrees* property_trees,
ElementId element_id,
gfx::ScrollOffset offset) {
// Update both scroll and transform trees
property_trees->scroll_tree.SetScrollOffset(element_id, offset);
TransformNode* transform_node =
property_trees->transform_tree.FindNodeFromElementId(element_id);
transform_node->scroll_offset = offset;
transform_node->needs_local_transform_update = true;
}
TEST_F(AnimationHostTest, LayerTreeMutatorUpdateReflectsScrollAnimations) {
ElementId element_id = element_id_;
int animation_id1 = 11;
int animation_id2 = 12;
WorkletAnimationId worklet_animation_id{333, 22};
client_.RegisterElementId(element_id, ElementListType::ACTIVE);
client_impl_.RegisterElementId(element_id, ElementListType::PENDING);
client_impl_.RegisterElementId(element_id, ElementListType::ACTIVE);
host_impl_->AddAnimationTimeline(timeline_);
PropertyTrees property_trees;
property_trees.is_main_thread = false;
property_trees.is_active = true;
CreateScrollingNodeForElement(element_id, &property_trees);
// Set an initial scroll value.
SetScrollOffset(&property_trees, element_id, gfx::ScrollOffset(10, 10));
scoped_refptr<MockAnimation> mock_scroll_animation(
new MockAnimation(animation_id1));
EXPECT_CALL(*mock_scroll_animation, Tick(_))
.WillOnce(InvokeWithoutArgs([&]() {
// Scroll to 20% of the max value.
SetScrollOffset(&property_trees, element_id, gfx::ScrollOffset(20, 20));
}));
// Ensure scroll animation is ticking.
timeline_->AttachAnimation(mock_scroll_animation);
host_impl_->AddToTicking(mock_scroll_animation);
// Create scroll timeline that links scroll animation and worklet animation
// together. Use timerange so that we have 1:1 time & scroll mapping.
auto scroll_timeline = std::make_unique<ScrollTimeline>(
element_id, ScrollTimeline::ScrollDown, base::nullopt, base::nullopt, 100,
KeyframeModel::FillMode::NONE);
// Create a worklet animation that is bound to the scroll timeline.
scoped_refptr<WorkletAnimation> worklet_animation(
new WorkletAnimation(animation_id2, worklet_animation_id, "test_name", 1,
std::move(scroll_timeline), nullptr, nullptr, true));
worklet_animation->AttachElement(element_id);
timeline_->AttachAnimation(worklet_animation);
AddOpacityTransitionToAnimation(worklet_animation.get(), 1, .7f, .3f, true);
MockLayerTreeMutator* mock_mutator = new NiceMock<MockLayerTreeMutator>();
host_impl_->SetLayerTreeMutator(
base::WrapUnique<LayerTreeMutator>(mock_mutator));
ON_CALL(*mock_mutator, HasMutators()).WillByDefault(Return(true));
EXPECT_CALL(*mock_mutator,
MutateRef(::testing::Truly(Animation1TimeEquals20)))
.Times(1);
// Ticking host should cause scroll animation to scroll which should also be
// reflected in the input of the layer tree mutator in the same animation
// frame.
host_impl_->TickAnimations(base::TimeTicks(), property_trees.scroll_tree,
false);
}
} // namespace
} // namespace cc