blob: eb92e3b4f5f85b83286fa4e3e3e2cccb0d7342a6 [file] [log] [blame]
// Copyright 2017 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/image_animation_controller.h"
#include "base/bind.h"
#include "base/metrics/histogram_macros.h"
#include "base/trace_event/trace_event.h"
#include "cc/paint/image_animation_count.h"
namespace cc {
namespace {
// The maximum number of time an animation can be delayed before it is reset to
// start from the beginning, instead of fast-forwarding to catch up to the
// desired frame.
const base::TimeDelta kAnimationResyncCutoff = base::TimeDelta::FromMinutes(5);
// Given the |desired_frame_time|, returns the time of the tick it should be
// snapped to.
base::TimeTicks SnappedTickTimeFromFrameTime(
const viz::BeginFrameArgs& args,
base::TimeTicks desired_frame_time) {
auto snapped_tick_time =
desired_frame_time.SnappedToNextTick(args.frame_time, args.interval);
DCHECK_GE(snapped_tick_time, desired_frame_time);
if (snapped_tick_time != desired_frame_time)
snapped_tick_time -= args.interval;
return snapped_tick_time;
}
} // namespace
ImageAnimationController::ImageAnimationController(
base::SingleThreadTaskRunner* task_runner,
Client* client,
bool enable_image_animation_resync)
: scheduler_(task_runner, client),
enable_image_animation_resync_(enable_image_animation_resync) {}
ImageAnimationController::~ImageAnimationController() = default;
void ImageAnimationController::UpdateAnimatedImage(
const DiscardableImageMap::AnimatedImageMetadata& data) {
AnimationState& animation_state = animation_state_map_[data.paint_image_id];
animation_state.UpdateMetadata(data);
}
void ImageAnimationController::RegisterAnimationDriver(
PaintImage::Id paint_image_id,
AnimationDriver* driver) {
auto it = animation_state_map_.find(paint_image_id);
DCHECK(it != animation_state_map_.end());
it->second.AddDriver(driver);
registered_animations_.insert(paint_image_id);
}
void ImageAnimationController::UnregisterAnimationDriver(
PaintImage::Id paint_image_id,
AnimationDriver* driver) {
auto it = animation_state_map_.find(paint_image_id);
DCHECK(it != animation_state_map_.end());
it->second.RemoveDriver(driver);
if (!it->second.has_drivers())
registered_animations_.erase(paint_image_id);
}
const PaintImageIdFlatSet& ImageAnimationController::AnimateForSyncTree(
const viz::BeginFrameArgs& args) {
TRACE_EVENT1("cc", "ImageAnimationController::AnimateImagesForSyncTree",
"frame_time_from_now",
(base::TimeTicks::Now() - args.frame_time).InMillisecondsF());
DCHECK(images_animated_on_sync_tree_.empty());
scheduler_.WillAnimate();
base::Optional<base::TimeTicks> next_invalidation_time;
for (auto id : registered_animations_) {
auto it = animation_state_map_.find(id);
DCHECK(it != animation_state_map_.end());
AnimationState& state = it->second;
// Is anyone still interested in animating this image?
state.UpdateStateFromDrivers();
if (!state.ShouldAnimate()) {
TRACE_EVENT_INSTANT0(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"ShouldAnimate - early out",
TRACE_EVENT_SCOPE_THREAD);
continue;
}
// If we were able to advance this animation, invalidate it on the sync
// tree.
if (state.AdvanceFrame(args, enable_image_animation_resync_))
images_animated_on_sync_tree_.insert(id);
TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"AnimationState", TRACE_EVENT_SCOPE_THREAD, "state",
state.ToString());
// Update the next invalidation time to the earliest time at which we need
// a frame to animate an image.
// Note its important to check ShouldAnimate() here again since advancing to
// a new frame on the sync tree means we might not need to animate this
// image any longer.
if (!state.ShouldAnimate())
continue;
DCHECK_GT(state.next_desired_tick_time(), args.frame_time);
if (!next_invalidation_time.has_value()) {
next_invalidation_time.emplace(state.next_desired_tick_time());
} else {
next_invalidation_time = std::min(state.next_desired_tick_time(),
next_invalidation_time.value());
}
}
if (next_invalidation_time.has_value())
scheduler_.Schedule(next_invalidation_time.value());
else
scheduler_.Cancel();
return images_animated_on_sync_tree_;
}
void ImageAnimationController::UpdateStateFromDrivers() {
TRACE_EVENT0("cc", "UpdateStateFromAnimationDrivers");
base::Optional<base::TimeTicks> next_invalidation_time;
for (auto image_id : registered_animations_) {
auto it = animation_state_map_.find(image_id);
DCHECK(it != animation_state_map_.end());
AnimationState& state = it->second;
state.UpdateStateFromDrivers();
// Note that by not updating the |next_invalidation_time| from this image
// here, we will cancel any pending invalidation scheduled for this image
// when updating the |scheduler_| at the end of this loop.
if (!state.ShouldAnimate())
continue;
if (!next_invalidation_time.has_value()) {
next_invalidation_time.emplace(state.next_desired_tick_time());
} else {
next_invalidation_time = std::min(next_invalidation_time.value(),
state.next_desired_tick_time());
}
}
if (next_invalidation_time.has_value())
scheduler_.Schedule(next_invalidation_time.value());
else
scheduler_.Cancel();
}
void ImageAnimationController::DidActivate() {
TRACE_EVENT0("cc", "ImageAnimationController::WillActivate");
for (auto id : images_animated_on_sync_tree_) {
auto it = animation_state_map_.find(id);
DCHECK(it != animation_state_map_.end());
it->second.PushPendingToActive();
}
images_animated_on_sync_tree_.clear();
// We would retain state for images with no drivers (no recordings) to allow
// resuming of animations. However, since the animation will be re-started
// from the beginning after navigation, we can avoid maintaining the state.
if (did_navigate_) {
for (auto it = animation_state_map_.begin();
it != animation_state_map_.end();) {
if (it->second.has_drivers())
it++;
else
it = animation_state_map_.erase(it);
}
did_navigate_ = false;
}
}
size_t ImageAnimationController::GetFrameIndexForImage(
PaintImage::Id paint_image_id,
WhichTree tree) const {
const auto& it = animation_state_map_.find(paint_image_id);
DCHECK(it != animation_state_map_.end());
return tree == WhichTree::PENDING_TREE ? it->second.pending_index()
: it->second.active_index();
}
void ImageAnimationController::WillBeginImplFrame(
const viz::BeginFrameArgs& args) {
scheduler_.WillBeginImplFrame(args);
}
const base::flat_set<ImageAnimationController::AnimationDriver*>&
ImageAnimationController::GetDriversForTesting(
PaintImage::Id paint_image_id) const {
const auto& it = animation_state_map_.find(paint_image_id);
DCHECK(it != animation_state_map_.end());
return it->second.drivers_for_testing();
}
size_t ImageAnimationController::GetLastNumOfFramesSkippedForTesting(
PaintImage::Id paint_image_id) const {
const auto& it = animation_state_map_.find(paint_image_id);
DCHECK(it != animation_state_map_.end());
return it->second.last_num_frames_skipped_for_testing();
}
ImageAnimationController::AnimationState::AnimationState() = default;
ImageAnimationController::AnimationState::AnimationState(
AnimationState&& other) = default;
ImageAnimationController::AnimationState&
ImageAnimationController::AnimationState::operator=(AnimationState&& other) =
default;
ImageAnimationController::AnimationState::~AnimationState() {
DCHECK(drivers_.empty());
}
bool ImageAnimationController::AnimationState::ShouldAnimate() const {
DCHECK(repetitions_completed_ == 0 || is_complete());
// If we have no drivers for this image, no need to animate it.
if (!should_animate_from_drivers_)
return false;
switch (requested_repetitions_) {
case kAnimationLoopOnce:
if (repetitions_completed_ >= 1)
return false;
break;
case kAnimationNone:
NOTREACHED() << "We shouldn't be tracking kAnimationNone images";
break;
case kAnimationLoopInfinite:
break;
default:
if (requested_repetitions_ <= repetitions_completed_)
return false;
}
// If we have not yet received all data for this image, we can not advance to
// an incomplete frame.
if (!frames_[NextFrameIndex()].complete)
return false;
// If we don't have all data for this image, we can not trust the frame count
// and loop back to the first frame.
size_t last_frame_index = frames_.size() - 1;
if (completion_state_ != PaintImage::CompletionState::DONE &&
pending_index_ == last_frame_index) {
return false;
}
return true;
}
// SCHEDULING
// The rate at which the animation progresses is decided by the frame duration,
// the time for which a particular frame should be displayed, specified in the
// metadata for the image. The animation is assumed to start from the frame_time
// of the first BeginFrame after the animation is registered and is visible.
// From here on, the time at which a frame should be displayed is the sum of
// durations for all previous frames of the animation.
// But, in order to align the work for the animation update with an impl frame,
// invalidations are requested at the beginning of the frame boundary in which
// the frame should be displayed.
bool ImageAnimationController::AnimationState::AdvanceFrame(
const viz::BeginFrameArgs& args,
bool enable_image_animation_resync) {
DCHECK(ShouldAnimate());
const base::TimeTicks next_tick_time = args.frame_time + args.interval;
// Start the animation from the first frame, if not yet started. The code
// falls through to catching up if the duration for the first frame is less
// than the interval.
if (!animation_started_) {
DCHECK_EQ(pending_index_, 0u);
animation_started_time_ = args.frame_time;
next_desired_frame_time_ = args.frame_time + frames_[0].duration;
next_desired_tick_time_ =
SnappedTickTimeFromFrameTime(args, next_desired_frame_time_);
animation_started_ = true;
}
// Don't advance the animation if its not time yet to move to the next frame.
if (args.frame_time < next_desired_tick_time_)
return needs_invalidation();
// If the animation is more than 5 min out of date, we don't bother catching
// up and start again from the current frame.
// Note that we don't need to invalidate this image since the active tree
// is already displaying the current frame.
if (enable_image_animation_resync &&
args.frame_time - next_desired_frame_time_ > kAnimationResyncCutoff) {
TRACE_EVENT_INSTANT0("cc", "Resync - early out", TRACE_EVENT_SCOPE_THREAD);
DCHECK_EQ(pending_index_, active_index_);
next_desired_frame_time_ =
args.frame_time + frames_[pending_index_].duration;
next_desired_tick_time_ =
std::max(SnappedTickTimeFromFrameTime(args, next_desired_frame_time_),
next_tick_time);
return needs_invalidation();
}
// Keep catching up the animation until we reach the frame we should be
// displaying now.
const size_t last_frame_index = frames_.size() - 1;
size_t num_of_frames_advanced = 0u;
while (next_desired_tick_time_ < next_tick_time && ShouldAnimate()) {
num_of_frames_advanced++;
size_t next_frame_index = NextFrameIndex();
TRACE_EVENT_INSTANT2(TRACE_DISABLED_BY_DEFAULT("cc.debug"),
"FrameDurationAndIndex", TRACE_EVENT_SCOPE_THREAD,
"frame_index", next_frame_index, "duration",
frames_[next_frame_index].duration.InMillisecondsF());
base::TimeTicks next_desired_frame_time =
next_desired_frame_time_ + frames_[next_frame_index].duration;
// The image may load more slowly than it's supposed to animate, so that by
// the time we reach the end of the first repetition, we're well behind.
// Start the animation from the first frame in this case, so that we don't
// skip frames (or whole iterations) trying to "catch up". This is a
// tradeoff: It guarantees users see the whole animation the second time
// through and don't miss any repetitions, and is closer to what other
// browsers do; on the other hand, it makes animations "less accurate" for
// pages that try to sync an image and some other resource (e.g. audio),
// especially if users switch tabs (and thus stop drawing the animation,
// which will pause it) during that initial loop, then switch back later.
if (enable_image_animation_resync && next_frame_index == 0u &&
repetitions_completed_ == 1 &&
next_desired_frame_time <= args.frame_time) {
pending_index_ = 0u;
next_desired_frame_time_ = args.frame_time + frames_[0].duration;
next_desired_tick_time_ =
std::max(SnappedTickTimeFromFrameTime(args, next_desired_frame_time_),
next_tick_time);
repetitions_completed_ = 0;
break;
}
pending_index_ = next_frame_index;
next_desired_frame_time_ = next_desired_frame_time;
next_desired_tick_time_ =
SnappedTickTimeFromFrameTime(args, next_desired_frame_time_);
// If we are advancing to the last frame and the image has been completely
// loaded (which means that the frame count is known to be accurate), we
// just finished a loop in the animation.
if (pending_index_ == last_frame_index && is_complete())
repetitions_completed_++;
}
// We should have advanced a single frame, anything more than that are frames
// skipped trying to catch up.
DCHECK_GT(num_of_frames_advanced, 0u);
last_num_frames_skipped_ = num_of_frames_advanced - 1u;
UMA_HISTOGRAM_COUNTS_100000("AnimatedImage.NumOfFramesSkipped.Compositor",
last_num_frames_skipped_);
return needs_invalidation();
}
void ImageAnimationController::AnimationState::UpdateMetadata(
const DiscardableImageMap::AnimatedImageMetadata& data) {
paint_image_id_ = data.paint_image_id;
DCHECK_NE(data.repetition_count, kAnimationNone);
requested_repetitions_ = data.repetition_count;
DCHECK(frames_.size() <= data.frames.size())
<< "Updated recordings can only append frames";
frames_ = data.frames;
DCHECK_GT(frames_.size(), 1u);
DCHECK(completion_state_ != PaintImage::CompletionState::DONE ||
data.completion_state == PaintImage::CompletionState::DONE)
<< "If the image was marked complete before, it can not be incomplete in "
"a new update";
completion_state_ = data.completion_state;
// Update the repetition count in case we have displayed the last frame and
// we now know the frame count to be accurate.
size_t last_frame_index = frames_.size() - 1;
if (pending_index_ == last_frame_index && is_complete() &&
repetitions_completed_ == 0)
repetitions_completed_++;
// Reset the animation if the sequence id received in this recording was
// incremented.
if (reset_animation_sequence_id_ < data.reset_animation_sequence_id) {
reset_animation_sequence_id_ = data.reset_animation_sequence_id;
ResetAnimation();
}
}
void ImageAnimationController::AnimationState::PushPendingToActive() {
active_index_ = pending_index_;
}
void ImageAnimationController::AnimationState::AddDriver(
AnimationDriver* driver) {
drivers_.insert(driver);
}
void ImageAnimationController::AnimationState::RemoveDriver(
AnimationDriver* driver) {
drivers_.erase(driver);
}
void ImageAnimationController::AnimationState::UpdateStateFromDrivers() {
should_animate_from_drivers_ = false;
for (auto* driver : drivers_) {
if (driver->ShouldAnimate(paint_image_id_)) {
should_animate_from_drivers_ = true;
break;
}
}
}
void ImageAnimationController::AnimationState::ResetAnimation() {
animation_started_ = false;
next_desired_frame_time_ = base::TimeTicks();
repetitions_completed_ = 0;
pending_index_ = 0u;
// Don't reset the |active_index_|, tiles on the active tree still need it.
}
std::string ImageAnimationController::AnimationState::ToString() const {
std::ostringstream str;
str << "paint_image_id[" << paint_image_id_ << "]\nrequested_repetitions["
<< requested_repetitions_ << "]\nrepetitions_completed["
<< requested_repetitions_ << "]\ndrivers[" << drivers_.size()
<< "]\nactive_index[" << active_index_ << "]\npending_index["
<< pending_index_ << "]\nnext_desired_frame_time["
<< (next_desired_frame_time_ - animation_started_time_).InMillisecondsF()
<< "]\nnext_desired_tick_time["
<< (next_desired_tick_time_ - animation_started_time_).InMillisecondsF()
<< "]\nshould_animate_from_drivers[" << should_animate_from_drivers_
<< "]\ncompletion_state[" << static_cast<int>(completion_state_) << "]";
return str.str();
}
size_t ImageAnimationController::AnimationState::NextFrameIndex() const {
if (!animation_started_)
return 0u;
return (pending_index_ + 1) % frames_.size();
}
ImageAnimationController::InvalidationScheduler::InvalidationScheduler(
base::SingleThreadTaskRunner* task_runner,
Client* client)
: task_runner_(task_runner), client_(client), weak_factory_(this) {
DCHECK(task_runner_->BelongsToCurrentThread());
}
ImageAnimationController::InvalidationScheduler::~InvalidationScheduler() {
DCHECK(task_runner_->BelongsToCurrentThread());
}
void ImageAnimationController::InvalidationScheduler::Schedule(
base::TimeTicks animation_time) {
auto now = now_callback_for_testing_.is_null()
? base::TimeTicks::Now()
: now_callback_for_testing_.Run();
// If an animation or impl frame is already pending, don't schedule another
// notification. We will schedule the next notification based on the latest
// animation state during AnimateForSyncTree, or in WillBeginImplFrame if
// needed.
if (state_ == InvalidationState::kPendingInvalidation ||
state_ == InvalidationState::kPendingImplFrame) {
return;
}
// The requested notification time can be in the past. For instance, if an
// animation was paused because the image became invisible.
if (animation_time < now)
animation_time = now;
// If we already have a notification scheduled to run at this time, no need to
// Cancel it.
if (state_ == InvalidationState::kPendingRequestBeginFrame &&
animation_time == next_animation_time_)
return;
// Cancel the pending notification since we the requested notification time
// has changed.
Cancel();
base::TimeDelta delta = animation_time - now;
TRACE_EVENT1("cc", "ScheduleFrameForImageAnimation", "delta",
delta.InMillisecondsF());
state_ = InvalidationState::kPendingRequestBeginFrame;
next_animation_time_ = animation_time;
task_runner_->PostDelayedTask(
FROM_HERE,
base::BindOnce(&InvalidationScheduler::RequestBeginFrame,
weak_factory_.GetWeakPtr()),
delta);
}
void ImageAnimationController::InvalidationScheduler::Cancel() {
state_ = InvalidationState::kIdle;
weak_factory_.InvalidateWeakPtrs();
}
void ImageAnimationController::InvalidationScheduler::RequestBeginFrame() {
TRACE_EVENT0(
"cc",
"ImageAnimationController::InvalidationScheduler::RequestBeginFrame");
DCHECK_EQ(state_, InvalidationState::kPendingRequestBeginFrame);
state_ = InvalidationState::kPendingImplFrame;
client_->RequestBeginFrameForAnimatedImages();
}
void ImageAnimationController::InvalidationScheduler::WillAnimate() {
// Unless the sync tree came after we explicitly requested an invalidation,
// we can't proceed to idle state.
if (state_ != InvalidationState::kPendingInvalidation)
return;
state_ = InvalidationState::kIdle;
next_animation_time_ = base::TimeTicks();
}
void ImageAnimationController::InvalidationScheduler::WillBeginImplFrame(
const viz::BeginFrameArgs& args) {
switch (state_) {
case InvalidationState::kIdle:
case InvalidationState::kPendingInvalidation:
// We don't need an invalidation or one is already pending. In either
// case, no state change is needed.
break;
case InvalidationState::kPendingRequestBeginFrame:
if (args.frame_time >= next_animation_time_) {
// If we can make progress on the animation in this impl frame request
// an invalidation.
RequestInvalidation();
}
// Otherwise the pending notification will ensure we get another impl
// impl frame at the |next_animation_time_|.
break;
case InvalidationState::kPendingImplFrame:
if (args.frame_time >= next_animation_time_) {
// We received the impl frame needed for the animation, request an
// invalidation.
RequestInvalidation();
} else {
// Ideally this should be the impl frame we wanted, so we should always
// be able to animate at this frame. But that might not be the case if
// we get a missed BeginFrame. In that case, make a request for the next
// impl frame.
client_->RequestBeginFrameForAnimatedImages();
}
break;
}
}
void ImageAnimationController::InvalidationScheduler::RequestInvalidation() {
TRACE_EVENT0(
"cc",
"ImageAnimationController::InvalidationScheduler::RequestInvalidation");
DCHECK_NE(state_, InvalidationState::kIdle);
DCHECK_NE(state_, InvalidationState::kPendingInvalidation);
// Any pending notification can/should be cancelled once an invalidation is
// requested because each time we animate a sync tree, we schedule a task for
// the next animation update if necessary.
Cancel();
state_ = InvalidationState::kPendingInvalidation;
client_->RequestInvalidationForAnimatedImages();
}
} // namespace cc