blob: 36b6d18f8a8066ecc7cc453a807d3192c02c980d [file] [log] [blame]
// Copyright 2019 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/trees/animated_paint_worklet_tracker.h"
#include "cc/layers/picture_layer_impl.h"
namespace cc {
AnimatedPaintWorkletTracker::AnimatedPaintWorkletTracker() = default;
AnimatedPaintWorkletTracker::~AnimatedPaintWorkletTracker() = default;
AnimatedPaintWorkletTracker::PropertyState::PropertyState(
PaintWorkletInput::PropertyValue value,
base::flat_set<PictureLayerImpl*> layers)
: animation_value(value), associated_layers(std::move(layers)) {}
AnimatedPaintWorkletTracker::PropertyState::PropertyState() = default;
AnimatedPaintWorkletTracker::PropertyState::PropertyState(
const PropertyState& other) = default;
AnimatedPaintWorkletTracker::PropertyState::~PropertyState() = default;
void AnimatedPaintWorkletTracker::OnCustomPropertyMutated(
ElementId element_id,
const std::string& custom_property_name,
PaintWorkletInput::PropertyValue custom_property_value) {
// This function is called to update custom property value only.
DCHECK(!custom_property_name.empty());
PaintWorkletInput::PropertyKey key{custom_property_name, element_id};
auto iter = input_properties_.find(key);
// OnCustomPropertyMutated is called for all composited custom property
// animations, but there may not be a matching PaintWorklet, and thus no entry
// in |input_properties_|.
// TODO(xidachen): Only create composited custom property animations if they
// affect paint worklet.
if (iter == input_properties_.end())
return;
iter->second.animation_value = std::move(custom_property_value);
// Keep track of which input properties have been changed so that the
// associated PaintWorklets can be invalidated before activating the pending
// tree.
input_properties_animated_on_impl_.insert(key);
}
bool AnimatedPaintWorkletTracker::InvalidatePaintWorkletsOnPendingTree() {
for (const auto& prop_key : input_properties_animated_on_impl_) {
auto it = input_properties_.find(prop_key);
// Since the invalidations happen on a newly created pending tree,
// previously animated input properties may not exist on this tree.
if (it == input_properties_.end())
continue;
for (auto* layer : it->second.associated_layers)
layer->InvalidatePaintWorklets(prop_key);
}
bool return_value = !input_properties_animated_on_impl_.empty();
input_properties_animated_on_impl_.clear();
return return_value;
}
PaintWorkletInput::PropertyValue
AnimatedPaintWorkletTracker::GetPropertyAnimationValue(
const PaintWorkletInput::PropertyKey& key) const {
return input_properties_.find(key)->second.animation_value;
}
void AnimatedPaintWorkletTracker::UpdatePaintWorkletInputProperties(
const std::vector<DiscardableImageMap::PaintWorkletInputWithImageId>&
inputs,
PictureLayerImpl* layer) {
// Flatten the |inputs| into a set of all PropertyKeys, as we only care about
// PropertyKeys and PictureLayerImpls.
std::vector<PaintWorkletInput::PropertyKey> all_input_properties_vector;
for (const auto& input : inputs) {
all_input_properties_vector.insert(
all_input_properties_vector.end(),
std::begin(input.first->GetPropertyKeys()),
std::end(input.first->GetPropertyKeys()));
}
base::flat_set<PaintWorkletInput::PropertyKey> all_input_properties(
std::move(all_input_properties_vector));
// Update all existing properties, marking whether or not the input |layer| is
// associated with them.
for (auto& entry : input_properties_) {
if (all_input_properties.contains(entry.first))
entry.second.associated_layers.insert(layer);
else
entry.second.associated_layers.erase(layer);
}
// Handle any new properties that we did not previously track.
for (const auto& prop_key : all_input_properties) {
if (!input_properties_.contains(prop_key))
input_properties_[prop_key].associated_layers.insert(layer);
}
}
void AnimatedPaintWorkletTracker::ClearUnusedInputProperties() {
// base::flat_map::erase takes linear time, which causes O(N^2) behavior when
// using a naive loop + erase approach. Using base::EraseIf avoids that.
base::EraseIf(
input_properties_,
[](const std::pair<PaintWorkletInput::PropertyKey, PropertyState>&
entry) { return entry.second.associated_layers.empty(); });
for (auto& entry : input_properties_)
entry.second.animation_value.reset();
}
} // namespace cc