Title: [239723] trunk/Source/WebCore
Revision
239723
Author
grao...@webkit.org
Date
2019-01-08 03:31:55 -0800 (Tue, 08 Jan 2019)

Log Message

[Web Animations] Compute animation effect timing properties in batch
https://bugs.webkit.org/show_bug.cgi?id=192850

Reviewed by Dean Jackson.

We remove a host of functions from AnimationEffect that would allow the computation of various timing properties
defined by the Web Animations specification: phase, progress, current iteration, etc. Indeed, a lot of these functions
would call each other in a chain, and we would re-compute a lot of the earlier properties in those chains several times
when doing something like querying the animation progress. Additionally, some functions, such as WebAnimation::computeRelevance()
and WebAnimation::timeToNextTick() would yield the computation of several such properties numerous times. All of those
functions are called during each animation frame and are ripe for optimizations.

We now compute all timing properties across two functions:

1. the new AnimationEffect::getBasicTiming() which computes the local time, end time, active duration, active time and phase,
2. the existing AnimationEffect::getComputedTiming() which now also exposes the phase and simple iteration progress.

To support this we introduce a new BasicEffectTiming struct to contain the values computed in AnimationEffect::getBasicTiming()
and spun the AnimationEffect::Phase struct as AnimationEffectPhase so that it may be used across BasicEffectTiming and
ComputedEffectTiming.

No new test since there is no user-observable change.

* WebCore.xcodeproj/project.pbxproj:
* animation/AnimationEffect.cpp:
(WebCore::AnimationEffect::getTiming const):
(WebCore::AnimationEffect::getBasicTiming const):
(WebCore::AnimationEffect::getComputedTiming const):
(WebCore::AnimationEffect::localTime const): Deleted.
(WebCore::AnimationEffect::phase const): Deleted.
(WebCore::AnimationEffect::activeTime const): Deleted.
(WebCore::AnimationEffect::overallProgress const): Deleted.
(WebCore::AnimationEffect::simpleIterationProgress const): Deleted.
(WebCore::AnimationEffect::currentIteration const): Deleted.
(WebCore::AnimationEffect::currentDirection const): Deleted.
(WebCore::AnimationEffect::directedProgress const): Deleted.
(WebCore::AnimationEffect::transformedProgress const): Deleted.
(WebCore::AnimationEffect::iterationProgress const): Deleted.
(WebCore::AnimationEffect::getTiming): Deleted.
(WebCore::AnimationEffect::getComputedTiming): Deleted.
(WebCore::AnimationEffect::endTime const): Deleted.
(WebCore::AnimationEffect::activeDuration const): Deleted.
* animation/AnimationEffect.h:
* animation/AnimationEffectPhase.h: Copied from Source/WebCore/animation/ComputedEffectTiming.h.
* animation/AnimationTimeline.cpp:
(WebCore::AnimationTimeline::updateCSSTransitionsForElement):
* animation/AnimationTimeline.h:
* animation/BasicEffectTiming.h: Copied from Source/WebCore/animation/ComputedEffectTiming.h.
* animation/ComputedEffectTiming.h:
* animation/DeclarativeAnimation.cpp:
(WebCore::DeclarativeAnimation::cancel):
(WebCore::DeclarativeAnimation::phaseWithoutEffect const):
(WebCore::DeclarativeAnimation::invalidateDOMEvents):
* animation/DeclarativeAnimation.h:
* animation/KeyframeEffect.cpp:
(WebCore::KeyframeEffect::apply):
(WebCore::KeyframeEffect::getAnimatedStyle):
* animation/WebAnimation.cpp:
(WebCore::WebAnimation::effectEndTime const):
(WebCore::WebAnimation::computeRelevance):
(WebCore::WebAnimation::timeToNextTick const):

Modified Paths

Added Paths

Diff

Modified: trunk/Source/WebCore/ChangeLog (239722 => 239723)


--- trunk/Source/WebCore/ChangeLog	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/ChangeLog	2019-01-08 11:31:55 UTC (rev 239723)
@@ -1,3 +1,67 @@
+2018-12-19  Antoine Quint  <grao...@apple.com>
+
+        [Web Animations] Compute animation effect timing properties in batch
+        https://bugs.webkit.org/show_bug.cgi?id=192850
+
+        Reviewed by Dean Jackson.
+
+        We remove a host of functions from AnimationEffect that would allow the computation of various timing properties
+        defined by the Web Animations specification: phase, progress, current iteration, etc. Indeed, a lot of these functions
+        would call each other in a chain, and we would re-compute a lot of the earlier properties in those chains several times
+        when doing something like querying the animation progress. Additionally, some functions, such as WebAnimation::computeRelevance()
+        and WebAnimation::timeToNextTick() would yield the computation of several such properties numerous times. All of those
+        functions are called during each animation frame and are ripe for optimizations.
+
+        We now compute all timing properties across two functions:
+        
+        1. the new AnimationEffect::getBasicTiming() which computes the local time, end time, active duration, active time and phase,
+        2. the existing AnimationEffect::getComputedTiming() which now also exposes the phase and simple iteration progress.
+
+        To support this we introduce a new BasicEffectTiming struct to contain the values computed in AnimationEffect::getBasicTiming()
+        and spun the AnimationEffect::Phase struct as AnimationEffectPhase so that it may be used across BasicEffectTiming and
+        ComputedEffectTiming.
+
+        No new test since there is no user-observable change.
+
+        * WebCore.xcodeproj/project.pbxproj:
+        * animation/AnimationEffect.cpp:
+        (WebCore::AnimationEffect::getTiming const):
+        (WebCore::AnimationEffect::getBasicTiming const):
+        (WebCore::AnimationEffect::getComputedTiming const):
+        (WebCore::AnimationEffect::localTime const): Deleted.
+        (WebCore::AnimationEffect::phase const): Deleted.
+        (WebCore::AnimationEffect::activeTime const): Deleted.
+        (WebCore::AnimationEffect::overallProgress const): Deleted.
+        (WebCore::AnimationEffect::simpleIterationProgress const): Deleted.
+        (WebCore::AnimationEffect::currentIteration const): Deleted.
+        (WebCore::AnimationEffect::currentDirection const): Deleted.
+        (WebCore::AnimationEffect::directedProgress const): Deleted.
+        (WebCore::AnimationEffect::transformedProgress const): Deleted.
+        (WebCore::AnimationEffect::iterationProgress const): Deleted.
+        (WebCore::AnimationEffect::getTiming): Deleted.
+        (WebCore::AnimationEffect::getComputedTiming): Deleted.
+        (WebCore::AnimationEffect::endTime const): Deleted.
+        (WebCore::AnimationEffect::activeDuration const): Deleted.
+        * animation/AnimationEffect.h:
+        * animation/AnimationEffectPhase.h: Copied from Source/WebCore/animation/ComputedEffectTiming.h.
+        * animation/AnimationTimeline.cpp:
+        (WebCore::AnimationTimeline::updateCSSTransitionsForElement):
+        * animation/AnimationTimeline.h:
+        * animation/BasicEffectTiming.h: Copied from Source/WebCore/animation/ComputedEffectTiming.h.
+        * animation/ComputedEffectTiming.h:
+        * animation/DeclarativeAnimation.cpp:
+        (WebCore::DeclarativeAnimation::cancel):
+        (WebCore::DeclarativeAnimation::phaseWithoutEffect const):
+        (WebCore::DeclarativeAnimation::invalidateDOMEvents):
+        * animation/DeclarativeAnimation.h:
+        * animation/KeyframeEffect.cpp:
+        (WebCore::KeyframeEffect::apply):
+        (WebCore::KeyframeEffect::getAnimatedStyle):
+        * animation/WebAnimation.cpp:
+        (WebCore::WebAnimation::effectEndTime const):
+        (WebCore::WebAnimation::computeRelevance):
+        (WebCore::WebAnimation::timeToNextTick const):
+
 2019-01-07  Youenn Fablet  <you...@apple.com>
 
         Crash in SWServer::Connection::resolveRegistrationReadyRequests

Modified: trunk/Source/WebCore/WebCore.xcodeproj/project.pbxproj (239722 => 239723)


--- trunk/Source/WebCore/WebCore.xcodeproj/project.pbxproj	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/WebCore.xcodeproj/project.pbxproj	2019-01-08 11:31:55 UTC (rev 239723)
@@ -2095,6 +2095,7 @@
 		71537A01146BD9D7008BD615 /* SVGPathData.h in Headers */ = {isa = PBXBuildFile; fileRef = 715379FF146BD9D6008BD615 /* SVGPathData.h */; };
 		71556CB41F9F09BA00E78D08 /* KeyframeEffect.h in Headers */ = {isa = PBXBuildFile; fileRef = 71556CAA1F9F099B00E78D08 /* KeyframeEffect.h */; settings = {ATTRIBUTES = (Private, ); }; };
 		71556CBE1F9F0A4900E78D08 /* JSKeyframeEffect.h in Headers */ = {isa = PBXBuildFile; fileRef = 71556CB71F9F09FC00E78D08 /* JSKeyframeEffect.h */; };
+		7156BCA121CA350F00534397 /* BasicEffectTiming.h in Headers */ = {isa = PBXBuildFile; fileRef = 7156BC9F21CA350600534397 /* BasicEffectTiming.h */; };
 		715AD7202050513200D592DC /* DeclarativeAnimation.h in Headers */ = {isa = PBXBuildFile; fileRef = 715AD71D2050512400D592DC /* DeclarativeAnimation.h */; settings = {ATTRIBUTES = (Private, ); }; };
 		715AD7212050513F00D592DC /* CSSTransition.h in Headers */ = {isa = PBXBuildFile; fileRef = 7123C186204739BA00789392 /* CSSTransition.h */; };
 		716E55B020DBABF100F0CF29 /* DocumentAnimationScheduler.h in Headers */ = {isa = PBXBuildFile; fileRef = 716E55AD20DBABDC00F0CF29 /* DocumentAnimationScheduler.h */; settings = {ATTRIBUTES = (Private, ); }; };
@@ -2107,6 +2108,7 @@
 		71C916081D1483A300ACA47D /* UserInterfaceLayoutDirection.h in Headers */ = {isa = PBXBuildFile; fileRef = 71C916071D1483A300ACA47D /* UserInterfaceLayoutDirection.h */; settings = {ATTRIBUTES = (Private, ); }; };
 		71DCB7021568197600862271 /* JSSVGZoomAndPan.h in Headers */ = {isa = PBXBuildFile; fileRef = 71DCB7001568197600862271 /* JSSVGZoomAndPan.h */; };
 		71E2183A17359FB8006E6E4D /* PlugInsResources.h in Headers */ = {isa = PBXBuildFile; fileRef = 71E2183817359FB8006E6E4D /* PlugInsResources.h */; };
+		71E2C42621C935280024F8C8 /* AnimationEffectPhase.h in Headers */ = {isa = PBXBuildFile; fileRef = 71E2C42421C9351D0024F8C8 /* AnimationEffectPhase.h */; settings = {ATTRIBUTES = (Private, ); }; };
 		71E623D1151F72A60036E2F4 /* SVGAnimatedIntegerOptionalInteger.h in Headers */ = {isa = PBXBuildFile; fileRef = 71E623CF151F72A60036E2F4 /* SVGAnimatedIntegerOptionalInteger.h */; };
 		71EFCEDC202B38A900D7C411 /* AnimationEffect.h in Headers */ = {isa = PBXBuildFile; fileRef = 71EFCED7202B388D00D7C411 /* AnimationEffect.h */; settings = {ATTRIBUTES = (Private, ); }; };
 		71FB967B1383D64600AC8A4C /* SVGAnimatedEnumerationPropertyTearOff.h in Headers */ = {isa = PBXBuildFile; fileRef = 71FB967A1383D64600AC8A4C /* SVGAnimatedEnumerationPropertyTearOff.h */; };
@@ -9272,6 +9274,7 @@
 		71556CAB1F9F099C00E78D08 /* KeyframeEffect.idl */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; path = KeyframeEffect.idl; sourceTree = "<group>"; };
 		71556CB61F9F09FC00E78D08 /* JSKeyframeEffect.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = JSKeyframeEffect.cpp; sourceTree = "<group>"; };
 		71556CB71F9F09FC00E78D08 /* JSKeyframeEffect.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = JSKeyframeEffect.h; sourceTree = "<group>"; };
+		7156BC9F21CA350600534397 /* BasicEffectTiming.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = BasicEffectTiming.h; sourceTree = "<group>"; };
 		7157E3D11DC1EE4B0094550E /* scrubbing-support.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode._javascript_; path = "scrubbing-support.js"; sourceTree = "<group>"; };
 		7157F061150B6564006EAABD /* SVGAnimatedTransformList.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SVGAnimatedTransformList.cpp; sourceTree = "<group>"; };
 		715AD71D2050512400D592DC /* DeclarativeAnimation.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = DeclarativeAnimation.h; sourceTree = "<group>"; };
@@ -9361,6 +9364,7 @@
 		71DE2794203A9C1C0058CB51 /* compact-media-controls.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode._javascript_; path = "compact-media-controls.js"; sourceTree = "<group>"; };
 		71E2183817359FB8006E6E4D /* PlugInsResources.h */ = {isa = PBXFileReference; explicitFileType = sourcecode.c.h; fileEncoding = 4; name = PlugInsResources.h; path = DerivedSources/WebCore/PlugInsResources.h; sourceTree = BUILT_PRODUCTS_DIR; };
 		71E2183917359FB8006E6E4D /* PlugInsResourcesData.cpp */ = {isa = PBXFileReference; explicitFileType = sourcecode.cpp.cpp; fileEncoding = 4; name = PlugInsResourcesData.cpp; path = DerivedSources/WebCore/PlugInsResourcesData.cpp; sourceTree = BUILT_PRODUCTS_DIR; };
+		71E2C42421C9351D0024F8C8 /* AnimationEffectPhase.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = AnimationEffectPhase.h; sourceTree = "<group>"; };
 		71E623CE151F72A60036E2F4 /* SVGAnimatedIntegerOptionalInteger.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SVGAnimatedIntegerOptionalInteger.cpp; sourceTree = "<group>"; };
 		71E623CF151F72A60036E2F4 /* SVGAnimatedIntegerOptionalInteger.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SVGAnimatedIntegerOptionalInteger.h; sourceTree = "<group>"; };
 		71EFCED6202B388C00D7C411 /* AnimationEffect.idl */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; path = AnimationEffect.idl; sourceTree = "<group>"; };
@@ -20201,6 +20205,7 @@
 				71EFCEDA202B388F00D7C411 /* AnimationEffect.cpp */,
 				71EFCED7202B388D00D7C411 /* AnimationEffect.h */,
 				71EFCED6202B388C00D7C411 /* AnimationEffect.idl */,
+				71E2C42421C9351D0024F8C8 /* AnimationEffectPhase.h */,
 				714C7C601FDAD27900F2BEE1 /* AnimationPlaybackEvent.cpp */,
 				714C7C651FDAD27B00F2BEE1 /* AnimationPlaybackEvent.h */,
 				714C7C641FDAD27B00F2BEE1 /* AnimationPlaybackEvent.idl */,
@@ -20209,6 +20214,7 @@
 				71025EC61F99F096004A250C /* AnimationTimeline.cpp */,
 				71025EC71F99F096004A250C /* AnimationTimeline.h */,
 				71025EC91F99F096004A250C /* AnimationTimeline.idl */,
+				7156BC9F21CA350600534397 /* BasicEffectTiming.h */,
 				71247E351FEA5F81008C08CE /* CompositeOperation.h */,
 				71247E361FEA5F81008C08CE /* CompositeOperation.idl */,
 				7111243B216FA6E000EB7B67 /* CompositeOperationOrAuto.h */,
@@ -27887,6 +27893,7 @@
 				49E912AB0EFAC906009D0CAF /* Animation.h in Headers */,
 				316FE1120E6E1DA700BF6088 /* AnimationBase.h in Headers */,
 				71EFCEDC202B38A900D7C411 /* AnimationEffect.h in Headers */,
+				71E2C42621C935280024F8C8 /* AnimationEffectPhase.h in Headers */,
 				319848011A1D817B00A13318 /* AnimationEvent.h in Headers */,
 				49E912AD0EFAC906009D0CAF /* AnimationList.h in Headers */,
 				714C7C661FDAD2A100F2BEE1 /* AnimationPlaybackEvent.h in Headers */,
@@ -28036,6 +28043,7 @@
 				F59C96001255B23F000623C0 /* BaseDateAndTimeInputType.h in Headers */,
 				F55B3DAE1251F12D003EF269 /* BaseTextInputType.h in Headers */,
 				57C7A68C1E56967500C67D71 /* BasicCredential.h in Headers */,
+				7156BCA121CA350F00534397 /* BasicEffectTiming.h in Headers */,
 				FBD6AF8A15EF25DF008B7110 /* BasicShapeFunctions.h in Headers */,
 				FBD6AF8C15EF2604008B7110 /* BasicShapes.h in Headers */,
 				BC9462D8107A7B4C00857193 /* BeforeLoadEvent.h in Headers */,

Modified: trunk/Source/WebCore/animation/AnimationEffect.cpp (239722 => 239723)


--- trunk/Source/WebCore/animation/AnimationEffect.cpp	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/AnimationEffect.cpp	2019-01-08 11:31:55 UTC (rev 239723)
@@ -41,283 +41,303 @@
 {
 }
 
-Optional<Seconds> AnimationEffect::localTime() const
+EffectTiming AnimationEffect::getTiming() const
 {
-    if (m_animation)
-        return m_animation->currentTime();
-    return WTF::nullopt;
+    EffectTiming timing;
+    timing.delay = secondsToWebAnimationsAPITime(m_delay);
+    timing.endDelay = secondsToWebAnimationsAPITime(m_endDelay);
+    timing.fill = m_fill;
+    timing.iterationStart = m_iterationStart;
+    timing.iterations = m_iterations;
+    if (m_iterationDuration == 0_s)
+        timing.duration = "auto";
+    else
+        timing.duration = secondsToWebAnimationsAPITime(m_iterationDuration);
+    timing.direction = m_direction;
+    timing.easing = m_timingFunction->cssText();
+    return timing;
 }
 
-auto AnimationEffect::phase() const -> Phase
+BasicEffectTiming AnimationEffect::getBasicTiming() const
 {
-    // 3.5.5. Animation effect phases and states
-    // https://drafts.csswg.org/web-animations-1/#animation-effect-phases-and-states
+    // The Web Animations spec introduces a number of animation effect time-related definitions that refer
+    // to each other a fair bit, so rather than implementing them as individual methods, it's more efficient
+    // to return them all as a single BasicEffectTiming.
 
-    bool animationIsBackwards = m_animation && m_animation->playbackRate() < 0;
-    auto beforeActiveBoundaryTime = std::max(std::min(m_delay, endTime()), 0_s);
-    auto activeAfterBoundaryTime = std::max(std::min(m_delay + activeDuration(), endTime()), 0_s);
+    auto activeDuration = [this]() -> Seconds {
+        // 3.8.2. Calculating the active duration
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-active-duration
 
-    // (This should be the last statement, but it's more efficient to cache the local time and return right away if it's not resolved.)
-    // Furthermore, it is often convenient to refer to the case when an animation effect is in none of the above phases
-    // as being in the idle phase.
-    auto effectLocalTime = localTime();
-    if (!effectLocalTime)
-        return Phase::Idle;
+        // The active duration is calculated as follows:
+        // active duration = iteration duration × iteration count
+        // If either the iteration duration or iteration count are zero, the active duration is zero.
+        if (!m_iterationDuration || !m_iterations)
+            return 0_s;
+        return m_iterationDuration * m_iterations;
+    }();
 
-    auto localTimeValue = effectLocalTime.value();
+    auto endTime = [this, activeDuration]() -> Seconds {
+        // 3.5.3 The active interval
+        // https://drafts.csswg.org/web-animations-1/#end-time
 
-    // An animation effect is in the before phase if the animation effect’s local time is not unresolved and
-    // either of the following conditions are met:
-    //     1. the local time is less than the before-active boundary time, or
-    //     2. the animation direction is ‘backwards’ and the local time is equal to the before-active boundary time.
-    if ((localTimeValue + timeEpsilon) < beforeActiveBoundaryTime || (animationIsBackwards && std::abs(localTimeValue.microseconds() - beforeActiveBoundaryTime.microseconds()) < timeEpsilon.microseconds()))
-        return Phase::Before;
+        // The end time of an animation effect is the result of evaluating max(start delay + active duration + end delay, 0).
+        auto endTime = m_delay + activeDuration + m_endDelay;
+        return endTime > 0_s ? endTime : 0_s;
+    }();
 
-    // An animation effect is in the after phase if the animation effect’s local time is not unresolved and
-    // either of the following conditions are met:
-    //     1. the local time is greater than the active-after boundary time, or
-    //     2. the animation direction is ‘forwards’ and the local time is equal to the active-after boundary time.
-    if ((localTimeValue - timeEpsilon) > activeAfterBoundaryTime || (!animationIsBackwards && std::abs(localTimeValue.microseconds() - activeAfterBoundaryTime.microseconds()) < timeEpsilon.microseconds()))
-        return Phase::After;
+    auto localTime = [this]() -> Optional<Seconds> {
+        // 4.5.4. Local time
+        // https://drafts.csswg.org/web-animations-1/#local-time-section
 
-    // An animation effect is in the active phase if the animation effect’s local time is not unresolved and it is not
-    // in either the before phase nor the after phase.
-    // (No need to check, we've already established that local time was resolved).
-    return Phase::Active;
-}
+        // The local time of an animation effect at a given moment is based on the first matching condition from the following:
+        // If the animation effect is associated with an animation, the local time is the current time of the animation.
+        // Otherwise, the local time is unresolved.
+        if (m_animation)
+            return m_animation->currentTime();
+        return WTF::nullopt;
+    }();
 
-Optional<Seconds> AnimationEffect::activeTime() const
-{
-    // 3.8.3.1. Calculating the active time
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-active-time
+    auto phase = [this, endTime, localTime, activeDuration]() -> AnimationEffectPhase {
+        // 3.5.5. Animation effect phases and states
+        // https://drafts.csswg.org/web-animations-1/#animation-effect-phases-and-states
 
-    // The active time is based on the local time and start delay. However, it is only defined
-    // when the animation effect should produce an output and hence depends on its fill mode
-    // and phase as follows,
+        bool animationIsBackwards = m_animation && m_animation->playbackRate() < 0;
+        auto beforeActiveBoundaryTime = std::max(std::min(m_delay, endTime), 0_s);
+        auto activeAfterBoundaryTime = std::max(std::min(m_delay + activeDuration, endTime), 0_s);
 
-    auto effectPhase = phase();
+        // (This should be the last statement, but it's more efficient to cache the local time and return right away if it's not resolved.)
+        // Furthermore, it is often convenient to refer to the case when an animation effect is in none of the above phases
+        // as being in the idle phase.
+        if (!localTime)
+            return AnimationEffectPhase::Idle;
 
-    // If the animation effect is in the before phase, the result depends on the first matching
-    // condition from the following,
-    if (effectPhase == Phase::Before) {
-        // If the fill mode is backwards or both, return the result of evaluating
-        // max(local time - start delay, 0).
-        if (m_fill == FillMode::Backwards || m_fill == FillMode::Both)
-            return std::max(localTime().value() - m_delay, 0_s);
-        // Otherwise, return an unresolved time value.
-        return WTF::nullopt;
-    }
+        // An animation effect is in the before phase if the animation effect’s local time is not unresolved and
+        // either of the following conditions are met:
+        //     1. the local time is less than the before-active boundary time, or
+        //     2. the animation direction is ‘backwards’ and the local time is equal to the before-active boundary time.
+        if ((*localTime + timeEpsilon) < beforeActiveBoundaryTime || (animationIsBackwards && std::abs(localTime->microseconds() - beforeActiveBoundaryTime.microseconds()) < timeEpsilon.microseconds()))
+            return AnimationEffectPhase::Before;
 
-    // If the animation effect is in the active phase, return the result of evaluating local time - start delay.
-    if (effectPhase == Phase::Active)
-        return localTime().value() - m_delay;
+        // An animation effect is in the after phase if the animation effect’s local time is not unresolved and
+        // either of the following conditions are met:
+        //     1. the local time is greater than the active-after boundary time, or
+        //     2. the animation direction is ‘forwards’ and the local time is equal to the active-after boundary time.
+        if ((*localTime - timeEpsilon) > activeAfterBoundaryTime || (!animationIsBackwards && std::abs(localTime->microseconds() - activeAfterBoundaryTime.microseconds()) < timeEpsilon.microseconds()))
+            return AnimationEffectPhase::After;
 
-    // If the animation effect is in the after phase, the result depends on the first matching
-    // condition from the following,
-    if (effectPhase == Phase::After) {
-        // If the fill mode is forwards or both, return the result of evaluating
-        // max(min(local time - start delay, active duration), 0).
-        if (m_fill == FillMode::Forwards || m_fill == FillMode::Both)
-            return std::max(std::min(localTime().value() - m_delay, activeDuration()), 0_s);
-        // Otherwise, return an unresolved time value.
+        // An animation effect is in the active phase if the animation effect’s local time is not unresolved and it is not
+        // in either the before phase nor the after phase.
+        // (No need to check, we've already established that local time was resolved).
+        return AnimationEffectPhase::Active;
+    }();
+
+    auto activeTime = [this, localTime, phase, activeDuration]() -> Optional<Seconds> {
+        // 3.8.3.1. Calculating the active time
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-active-time
+
+        // The active time is based on the local time and start delay. However, it is only defined
+        // when the animation effect should produce an output and hence depends on its fill mode
+        // and phase as follows,
+
+        // If the animation effect is in the before phase, the result depends on the first matching
+        // condition from the following,
+        if (phase == AnimationEffectPhase::Before) {
+            // If the fill mode is backwards or both, return the result of evaluating
+            // max(local time - start delay, 0).
+            if (m_fill == FillMode::Backwards || m_fill == FillMode::Both)
+                return std::max(*localTime - m_delay, 0_s);
+            // Otherwise, return an unresolved time value.
+            return WTF::nullopt;
+        }
+
+        // If the animation effect is in the active phase, return the result of evaluating local time - start delay.
+        if (phase == AnimationEffectPhase::Active)
+            return *localTime - m_delay;
+
+        // If the animation effect is in the after phase, the result depends on the first matching
+        // condition from the following,
+        if (phase == AnimationEffectPhase::After) {
+            // If the fill mode is forwards or both, return the result of evaluating
+            // max(min(local time - start delay, active duration), 0).
+            if (m_fill == FillMode::Forwards || m_fill == FillMode::Both)
+                return std::max(std::min(*localTime - m_delay, activeDuration), 0_s);
+            // Otherwise, return an unresolved time value.
+            return WTF::nullopt;
+        }
+
+        // Otherwise (the local time is unresolved), return an unresolved time value.
         return WTF::nullopt;
-    }
+    }();
 
-    // Otherwise (the local time is unresolved), return an unresolved time value.
-    return WTF::nullopt;
+    return { localTime, activeTime, endTime, activeDuration, phase };
 }
 
-Optional<double> AnimationEffect::overallProgress() const
+ComputedEffectTiming AnimationEffect::getComputedTiming() const
 {
-    // 3.8.3.2. Calculating the overall progress
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-overall-progress
+    // The Web Animations spec introduces a number of animation effect time-related definitions that refer
+    // to each other a fair bit, so rather than implementing them as individual methods, it's more efficient
+    // to return them all as a single ComputedEffectTiming.
 
-    // The overall progress describes the number of iterations that have completed (including partial iterations) and is defined as follows:
+    auto basicEffectTiming = getBasicTiming();
+    auto activeTime = basicEffectTiming.activeTime;
+    auto activeDuration = basicEffectTiming.activeDuration;
+    auto phase = basicEffectTiming.phase;
 
-    // 1. If the active time is unresolved, return unresolved.
-    auto effectActiveTime = activeTime();
-    if (!effectActiveTime)
-        return WTF::nullopt;
+    auto overallProgress = [this, phase, activeTime]() -> Optional<double> {
+        // 3.8.3.2. Calculating the overall progress
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-overall-progress
 
-    // 2. Calculate an initial value for overall progress based on the first matching condition from below,
-    double overallProgress;
+        // The overall progress describes the number of iterations that have completed (including partial iterations) and is defined as follows:
 
-    if (!m_iterationDuration) {
-        // If the iteration duration is zero, if the animation effect is in the before phase, let overall progress be zero,
-        // otherwise, let it be equal to the iteration count.
-        overallProgress = phase() == Phase::Before ? 0 : m_iterations;
-    } else {
-        // Otherwise, let overall progress be the result of calculating active time / iteration duration.
-        overallProgress = secondsToWebAnimationsAPITime(effectActiveTime.value()) / secondsToWebAnimationsAPITime(m_iterationDuration);
-    }
+        // 1. If the active time is unresolved, return unresolved.
+        if (!activeTime)
+            return WTF::nullopt;
 
-    // 3. Return the result of calculating overall progress + iteration start.
-    overallProgress += m_iterationStart;
-    return std::abs(overallProgress);
-}
+        // 2. Calculate an initial value for overall progress based on the first matching condition from below,
+        double overallProgress;
 
-Optional<double> AnimationEffect::simpleIterationProgress() const
-{
-    // 3.8.3.3. Calculating the simple iteration progress
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-simple-iteration-progress
+        if (!m_iterationDuration) {
+            // If the iteration duration is zero, if the animation effect is in the before phase, let overall progress be zero,
+            // otherwise, let it be equal to the iteration count.
+            overallProgress = phase == AnimationEffectPhase::Before ? 0 : m_iterations;
+        } else {
+            // Otherwise, let overall progress be the result of calculating active time / iteration duration.
+            overallProgress = secondsToWebAnimationsAPITime(*activeTime) / secondsToWebAnimationsAPITime(m_iterationDuration);
+        }
 
-    // The simple iteration progress is a fraction of the progress through the current iteration that
-    // ignores transformations to the time introduced by the playback direction or timing functions
-    // applied to the effect, and is calculated as follows:
+        // 3. Return the result of calculating overall progress + iteration start.
+        overallProgress += m_iterationStart;
+        return std::abs(overallProgress);
+    }();
 
-    // 1. If the overall progress is unresolved, return unresolved.
-    auto effectOverallProgress = overallProgress();
-    if (!effectOverallProgress)
-        return WTF::nullopt;
+    auto simpleIterationProgress = [this, overallProgress, phase, activeTime, activeDuration]() -> Optional<double> {
+        // 3.8.3.3. Calculating the simple iteration progress
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-simple-iteration-progress
 
-    // 2. If overall progress is infinity, let the simple iteration progress be iteration start % 1.0,
-    // otherwise, let the simple iteration progress be overall progress % 1.0.
-    double overallProgressValue = effectOverallProgress.value();
-    double simpleIterationProgress = std::isinf(overallProgressValue) ? fmod(m_iterationStart, 1) : fmod(overallProgressValue, 1);
+        // The simple iteration progress is a fraction of the progress through the current iteration that
+        // ignores transformations to the time introduced by the playback direction or timing functions
+        // applied to the effect, and is calculated as follows:
 
-    // 3. If all of the following conditions are true,
-    //
-    // the simple iteration progress calculated above is zero, and
-    // the animation effect is in the active phase or the after phase, and
-    // the active time is equal to the active duration, and
-    // the iteration count is not equal to zero.
-    // let the simple iteration progress be 1.0.
-    auto effectPhase = phase();
-    if (!simpleIterationProgress && (effectPhase == Phase::Active || effectPhase == Phase::After) && std::abs(activeTime().value().microseconds() - activeDuration().microseconds()) < timeEpsilon.microseconds() && m_iterations)
-        return 1;
+        // 1. If the overall progress is unresolved, return unresolved.
+        if (!overallProgress)
+            return WTF::nullopt;
 
-    return simpleIterationProgress;
-}
+        // 2. If overall progress is infinity, let the simple iteration progress be iteration start % 1.0,
+        // otherwise, let the simple iteration progress be overall progress % 1.0.
+        double simpleIterationProgress = std::isinf(*overallProgress) ? fmod(m_iterationStart, 1) : fmod(*overallProgress, 1);
 
-Optional<double> AnimationEffect::currentIteration() const
-{
-    // 3.8.4. Calculating the current iteration
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-current-iteration
+        // 3. If all of the following conditions are true,
+        //
+        // the simple iteration progress calculated above is zero, and
+        // the animation effect is in the active phase or the after phase, and
+        // the active time is equal to the active duration, and
+        // the iteration count is not equal to zero.
+        // let the simple iteration progress be 1.0.
+        if (!simpleIterationProgress && (phase == AnimationEffectPhase::Active || phase == AnimationEffectPhase::After) && std::abs(activeTime->microseconds() - activeDuration.microseconds()) < timeEpsilon.microseconds() && m_iterations)
+            return 1;
 
-    // The current iteration can be calculated using the following steps:
+        return simpleIterationProgress;
+    }();
 
-    // 1. If the active time is unresolved, return unresolved.
-    if (!activeTime())
-        return WTF::nullopt;
+    auto currentIteration = [this, activeTime, phase, simpleIterationProgress, overallProgress]() -> Optional<double> {
+        // 3.8.4. Calculating the current iteration
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-current-iteration
 
-    // 2. If the animation effect is in the after phase and the iteration count is infinity, return infinity.
-    if (phase() == Phase::After && std::isinf(m_iterations))
-        return std::numeric_limits<double>::infinity();
+        // The current iteration can be calculated using the following steps:
 
-    // 3. If the simple iteration progress is 1.0, return floor(overall progress) - 1.
-    if (simpleIterationProgress().value() == 1)
-        return floor(overallProgress().value()) - 1;
+        // 1. If the active time is unresolved, return unresolved.
+        if (!activeTime)
+            return WTF::nullopt;
 
-    // 4. Otherwise, return floor(overall progress).
-    return floor(overallProgress().value());
-}
+        // 2. If the animation effect is in the after phase and the iteration count is infinity, return infinity.
+        if (phase == AnimationEffectPhase::After && std::isinf(m_iterations))
+            return std::numeric_limits<double>::infinity();
 
-AnimationEffect::ComputedDirection AnimationEffect::currentDirection() const
-{
-    // 3.9.1. Calculating the directed progress
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress
+        // 3. If the simple iteration progress is 1.0, return floor(overall progress) - 1.
+        if (*simpleIterationProgress == 1)
+            return floor(*overallProgress) - 1;
 
-    // If playback direction is normal, let the current direction be forwards.
-    if (m_direction == PlaybackDirection::Normal)
-        return AnimationEffect::ComputedDirection::Forwards;
+        // 4. Otherwise, return floor(overall progress).
+        return floor(*overallProgress);
+    }();
+
+    auto currentDirection = [this, currentIteration]() -> AnimationEffect::ComputedDirection {
+        // 3.9.1. Calculating the directed progress
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress
+
+        // If playback direction is normal, let the current direction be forwards.
+        if (m_direction == PlaybackDirection::Normal)
+            return AnimationEffect::ComputedDirection::Forwards;
     
-    // If playback direction is reverse, let the current direction be reverse.
-    if (m_direction == PlaybackDirection::Reverse)
+        // If playback direction is reverse, let the current direction be reverse.
+        if (m_direction == PlaybackDirection::Reverse)
+            return AnimationEffect::ComputedDirection::Reverse;
+
+        if (!currentIteration)
+            return AnimationEffect::ComputedDirection::Forwards;
+    
+        // Otherwise, let d be the current iteration.
+        auto d = *currentIteration;
+        // If playback direction is alternate-reverse increment d by 1.
+        if (m_direction == PlaybackDirection::AlternateReverse)
+            d++;
+        // If d % 2 == 0, let the current direction be forwards, otherwise let the current direction be reverse.
+        // If d is infinity, let the current direction be forwards.
+        if (std::isinf(d) || !fmod(d, 2))
+            return AnimationEffect::ComputedDirection::Forwards;
         return AnimationEffect::ComputedDirection::Reverse;
-    
-    // Otherwise, let d be the current iteration.
-    auto d = currentIteration().value();
-    // If playback direction is alternate-reverse increment d by 1.
-    if (m_direction == PlaybackDirection::AlternateReverse)
-        d++;
-    // If d % 2 == 0, let the current direction be forwards, otherwise let the current direction be reverse.
-    // If d is infinity, let the current direction be forwards.
-    if (std::isinf(d) || !fmod(d, 2))
-        return AnimationEffect::ComputedDirection::Forwards;
-    return AnimationEffect::ComputedDirection::Reverse;
-}
+    }();
 
-Optional<double> AnimationEffect::directedProgress() const
-{
-    // 3.9.1. Calculating the directed progress
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress
+    auto directedProgress = [simpleIterationProgress, currentDirection]() -> Optional<double> {
+        // 3.9.1. Calculating the directed progress
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-directed-progress
 
-    // The directed progress is calculated from the simple iteration progress using the following steps:
+        // The directed progress is calculated from the simple iteration progress using the following steps:
 
-    // 1. If the simple iteration progress is unresolved, return unresolved.
-    auto effectSimpleIterationProgress = simpleIterationProgress();
-    if (!effectSimpleIterationProgress)
-        return WTF::nullopt;
+        // 1. If the simple iteration progress is unresolved, return unresolved.
+        if (!simpleIterationProgress)
+            return WTF::nullopt;
 
-    // 2. Calculate the current direction (we implement this as a separate method).
+        // 2. Calculate the current direction (we implement this as a separate method).
 
-    // 3. If the current direction is forwards then return the simple iteration progress.
-    if (currentDirection() == AnimationEffect::ComputedDirection::Forwards)
-        return effectSimpleIterationProgress.value();
+        // 3. If the current direction is forwards then return the simple iteration progress.
+        if (currentDirection == AnimationEffect::ComputedDirection::Forwards)
+            return *simpleIterationProgress;
 
-    // Otherwise, return 1.0 - simple iteration progress.
-    return 1 - effectSimpleIterationProgress.value();
-}
+        // Otherwise, return 1.0 - simple iteration progress.
+        return 1 - *simpleIterationProgress;
+    }();
 
-Optional<double> AnimationEffect::transformedProgress() const
-{
-    // 3.10.1. Calculating the transformed progress
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-transformed-progress
+    auto transformedProgress = [this, directedProgress, currentDirection, phase]() -> Optional<double> {
+        // 3.10.1. Calculating the transformed progress
+        // https://drafts.csswg.org/web-animations-1/#calculating-the-transformed-progress
 
-    // The transformed progress is calculated from the directed progress using the following steps:
-    //
-    // 1. If the directed progress is unresolved, return unresolved.
-    auto effectDirectedProgress = directedProgress();
-    if (!effectDirectedProgress)
-        return WTF::nullopt;
+        // The transformed progress is calculated from the directed progress using the following steps:
+        //
+        // 1. If the directed progress is unresolved, return unresolved.
+        if (!directedProgress)
+            return WTF::nullopt;
 
-    auto effectDirectedProgressValue = effectDirectedProgress.value();
+        if (auto iterationDuration = m_iterationDuration.seconds()) {
+            bool before = false;
+            // 2. Calculate the value of the before flag as follows:
+            if (is<StepsTimingFunction>(m_timingFunction)) {
+                // 1. Determine the current direction using the procedure defined in §3.9.1 Calculating the directed progress.
+                // 2. If the current direction is forwards, let going forwards be true, otherwise it is false.
+                bool goingForwards = currentDirection == AnimationEffect::ComputedDirection::Forwards;
+                // 3. The before flag is set if the animation effect is in the before phase and going forwards is true;
+                //    or if the animation effect is in the after phase and going forwards is false.
+                before = (phase == AnimationEffectPhase::Before && goingForwards) || (phase == AnimationEffectPhase::After && !goingForwards);
+            }
 
-    if (auto iterationDuration = m_iterationDuration.seconds()) {
-        bool before = false;
-        // 2. Calculate the value of the before flag as follows:
-        if (is<StepsTimingFunction>(m_timingFunction)) {
-            // 1. Determine the current direction using the procedure defined in §3.9.1 Calculating the directed progress.
-            // 2. If the current direction is forwards, let going forwards be true, otherwise it is false.
-            bool goingForwards = currentDirection() == AnimationEffect::ComputedDirection::Forwards;
-            // 3. The before flag is set if the animation effect is in the before phase and going forwards is true;
-            //    or if the animation effect is in the after phase and going forwards is false.
-            auto effectPhase = phase();
-            before = (effectPhase == Phase::Before && goingForwards) || (effectPhase == Phase::After && !goingForwards);
+            // 3. Return the result of evaluating the animation effect’s timing function passing directed progress as the
+            //    input progress value and before flag as the before flag.
+            return m_timingFunction->transformTime(*directedProgress, iterationDuration, before);
         }
 
-        // 3. Return the result of evaluating the animation effect’s timing function passing directed progress as the
-        //    input progress value and before flag as the before flag.
-        return m_timingFunction->transformTime(effectDirectedProgressValue, iterationDuration, before);
-    }
+        return *directedProgress;
+    }();
 
-    return effectDirectedProgressValue;
-}
-
-Optional<double> AnimationEffect::iterationProgress() const
-{
-    return transformedProgress();
-}
-
-EffectTiming AnimationEffect::getTiming()
-{
-    EffectTiming timing;
-    timing.delay = secondsToWebAnimationsAPITime(m_delay);
-    timing.endDelay = secondsToWebAnimationsAPITime(m_endDelay);
-    timing.fill = m_fill;
-    timing.iterationStart = m_iterationStart;
-    timing.iterations = m_iterations;
-    if (m_iterationDuration == 0_s)
-        timing.duration = "auto";
-    else
-        timing.duration = secondsToWebAnimationsAPITime(m_iterationDuration);
-    timing.direction = m_direction;
-    timing.easing = m_timingFunction->cssText();
-    return timing;
-}
-
-ComputedEffectTiming AnimationEffect::getComputedTiming()
-{
     ComputedEffectTiming computedTiming;
     computedTiming.delay = secondsToWebAnimationsAPITime(m_delay);
     computedTiming.endDelay = secondsToWebAnimationsAPITime(m_endDelay);
@@ -327,12 +347,14 @@
     computedTiming.duration = secondsToWebAnimationsAPITime(m_iterationDuration);
     computedTiming.direction = m_direction;
     computedTiming.easing = m_timingFunction->cssText();
-    computedTiming.endTime = secondsToWebAnimationsAPITime(endTime());
-    computedTiming.activeDuration = secondsToWebAnimationsAPITime(activeDuration());
-    if (auto effectLocalTime = localTime())
-        computedTiming.localTime = secondsToWebAnimationsAPITime(effectLocalTime.value());
-    computedTiming.progress = iterationProgress();
-    computedTiming.currentIteration = currentIteration();
+    computedTiming.endTime = secondsToWebAnimationsAPITime(basicEffectTiming.endTime);
+    computedTiming.activeDuration = secondsToWebAnimationsAPITime(activeDuration);
+    if (basicEffectTiming.localTime)
+        computedTiming.localTime = secondsToWebAnimationsAPITime(*basicEffectTiming.localTime);
+    computedTiming.simpleIterationProgress = simpleIterationProgress;
+    computedTiming.progress = transformedProgress;
+    computedTiming.currentIteration = currentIteration;
+    computedTiming.phase = phase;
     return computedTiming;
 }
 
@@ -448,16 +470,6 @@
     return { };
 }
 
-Seconds AnimationEffect::endTime() const
-{
-    // 3.5.3 The active interval
-    // https://drafts.csswg.org/web-animations-1/#end-time
-
-    // The end time of an animation effect is the result of evaluating max(start delay + active duration + end delay, 0).
-    auto endTime = m_delay + activeDuration() + m_endDelay;
-    return endTime > 0_s ? endTime : 0_s;
-}
-
 void AnimationEffect::setDelay(const Seconds& delay)
 {
     if (m_delay == delay)
@@ -503,17 +515,4 @@
     m_timingFunction = timingFunction;
 }
 
-Seconds AnimationEffect::activeDuration() const
-{
-    // 3.8.2. Calculating the active duration
-    // https://drafts.csswg.org/web-animations-1/#calculating-the-active-duration
-
-    // The active duration is calculated as follows:
-    // active duration = iteration duration × iteration count
-    // If either the iteration duration or iteration count are zero, the active duration is zero.
-    if (!m_iterationDuration || !m_iterations)
-        return 0_s;
-    return m_iterationDuration * m_iterations;
-}
-
 } // namespace WebCore

Modified: trunk/Source/WebCore/animation/AnimationEffect.h (239722 => 239723)


--- trunk/Source/WebCore/animation/AnimationEffect.h	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/AnimationEffect.h	2019-01-08 11:31:55 UTC (rev 239723)
@@ -26,6 +26,8 @@
 #pragma once
 
 #include "AnimationEffect.h"
+#include "AnimationEffectPhase.h"
+#include "BasicEffectTiming.h"
 #include "ComputedEffectTiming.h"
 #include "ExceptionOr.h"
 #include "FillMode.h"
@@ -51,8 +53,9 @@
 
     virtual bool isKeyframeEffect() const { return false; }
 
-    EffectTiming getTiming();
-    ComputedEffectTiming getComputedTiming();
+    EffectTiming getTiming() const;
+    BasicEffectTiming getBasicTiming() const;
+    ComputedEffectTiming getComputedTiming() const;
     ExceptionOr<void> updateTiming(Optional<OptionalEffectTiming>);
 
     virtual void apply(RenderStyle&) = 0;
@@ -87,17 +90,6 @@
     TimingFunction* timingFunction() const { return m_timingFunction.get(); }
     void setTimingFunction(const RefPtr<TimingFunction>&);
 
-    Optional<Seconds> localTime() const;
-    Optional<Seconds> activeTime() const;
-    Seconds endTime() const;
-    Optional<double> simpleIterationProgress() const;
-    Optional<double> iterationProgress() const;
-    Optional<double> currentIteration() const;
-    Seconds activeDuration() const;
-
-    enum class Phase { Before, Active, After, Idle };
-    Phase phase() const;
-
 protected:
     explicit AnimationEffect();
 
@@ -104,11 +96,6 @@
 private:
     enum class ComputedDirection { Forwards, Reverse };
 
-    Optional<double> overallProgress() const;
-    AnimationEffect::ComputedDirection currentDirection() const;
-    Optional<double> directedProgress() const;
-    Optional<double> transformedProgress() const;
-    
     Seconds m_delay { 0_s };
     Seconds m_endDelay { 0_s };
     FillMode m_fill { FillMode::Auto };

Copied: trunk/Source/WebCore/animation/AnimationEffectPhase.h (from rev 239721, trunk/Source/WebCore/animation/ComputedEffectTiming.h) (0 => 239723)


--- trunk/Source/WebCore/animation/AnimationEffectPhase.h	                        (rev 0)
+++ trunk/Source/WebCore/animation/AnimationEffectPhase.h	2019-01-08 11:31:55 UTC (rev 239723)
@@ -0,0 +1,32 @@
+/*
+ * Copyright (C) 2018 Apple 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:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. 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 distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#pragma once
+
+namespace WebCore {
+
+enum class AnimationEffectPhase : uint8_t { Before, Active, After, Idle };
+
+} // namespace WebCore

Modified: trunk/Source/WebCore/animation/AnimationTimeline.cpp (239722 => 239723)


--- trunk/Source/WebCore/animation/AnimationTimeline.cpp	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/AnimationTimeline.cpp	2019-01-08 11:31:55 UTC (rev 239723)
@@ -460,7 +460,7 @@
                 auto& reversingAdjustedStartStyle = previouslyRunningTransition->targetStyle();
                 double transformedProgress = 1;
                 if (auto* effect = previouslyRunningTransition->effect())
-                    transformedProgress = effect->iterationProgress().valueOr(transformedProgress);
+                    transformedProgress = effect->getComputedTiming().progress.valueOr(transformedProgress);
                 auto reversingShorteningFactor = std::max(std::min(((transformedProgress * previouslyRunningTransition->reversingShorteningFactor()) + (1 - previouslyRunningTransition->reversingShorteningFactor())), 1.0), 0.0);
                 auto delay = matchingBackingAnimation->delay() < 0 ? Seconds(matchingBackingAnimation->delay()) * reversingShorteningFactor : Seconds(matchingBackingAnimation->delay());
                 auto duration = Seconds(matchingBackingAnimation->duration()) * reversingShorteningFactor;

Modified: trunk/Source/WebCore/animation/AnimationTimeline.h (239722 => 239723)


--- trunk/Source/WebCore/animation/AnimationTimeline.h	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/AnimationTimeline.h	2019-01-08 11:31:55 UTC (rev 239723)
@@ -27,6 +27,7 @@
 #pragma once
 
 #include "CSSValue.h"
+#include "ComputedEffectTiming.h"
 #include "RenderStyle.h"
 #include "WebAnimation.h"
 #include <wtf/Forward.h>

Copied: trunk/Source/WebCore/animation/BasicEffectTiming.h (from rev 239721, trunk/Source/WebCore/animation/ComputedEffectTiming.h) (0 => 239723)


--- trunk/Source/WebCore/animation/BasicEffectTiming.h	                        (rev 0)
+++ trunk/Source/WebCore/animation/BasicEffectTiming.h	2019-01-08 11:31:55 UTC (rev 239723)
@@ -0,0 +1,42 @@
+/*
+ * Copyright (C) 2018 Apple 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:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. 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 distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#pragma once
+
+#include "AnimationEffectPhase.h"
+#include <wtf/Markable.h>
+#include <wtf/Seconds.h>
+
+namespace WebCore {
+
+struct BasicEffectTiming {
+    Markable<Seconds, Seconds::MarkableTraits> localTime;
+    Markable<Seconds, Seconds::MarkableTraits> activeTime;
+    Seconds endTime;
+    Seconds activeDuration;
+    AnimationEffectPhase phase;
+};
+
+} // namespace WebCore

Modified: trunk/Source/WebCore/animation/ComputedEffectTiming.h (239722 => 239723)


--- trunk/Source/WebCore/animation/ComputedEffectTiming.h	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/ComputedEffectTiming.h	2019-01-08 11:31:55 UTC (rev 239723)
@@ -25,6 +25,7 @@
 
 #pragma once
 
+#include "AnimationEffectPhase.h"
 #include "EffectTiming.h"
 #include <wtf/Optional.h>
 
@@ -31,9 +32,11 @@
 namespace WebCore {
 
 struct ComputedEffectTiming : EffectTiming {
+    AnimationEffectPhase phase { AnimationEffectPhase::Idle };
     double endTime;
     double activeDuration;
     Optional<double> localTime;
+    Optional<double> simpleIterationProgress;
     Optional<double> progress;
     Optional<double> currentIteration;
 };

Modified: trunk/Source/WebCore/animation/DeclarativeAnimation.cpp (239722 => 239723)


--- trunk/Source/WebCore/animation/DeclarativeAnimation.cpp	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/DeclarativeAnimation.cpp	2019-01-08 11:31:55 UTC (rev 239723)
@@ -198,8 +198,10 @@
 void DeclarativeAnimation::cancel()
 {
     auto cancelationTime = 0_s;
-    if (auto animationEffect = effect())
-        cancelationTime = animationEffect->activeTime().valueOr(0_s);
+    if (auto* animationEffect = effect()) {
+        if (auto activeTime = animationEffect->getBasicTiming().activeTime)
+            cancelationTime = *activeTime;
+    }
 
     WebAnimation::cancel();
 
@@ -212,7 +214,7 @@
     disassociateFromOwningElement();
 }
 
-AnimationEffect::Phase DeclarativeAnimation::phaseWithoutEffect() const
+AnimationEffectPhase DeclarativeAnimation::phaseWithoutEffect() const
 {
     // This shouldn't be called if we actually have an effect.
     ASSERT(!effect());
@@ -219,10 +221,10 @@
 
     auto animationCurrentTime = currentTime();
     if (!animationCurrentTime)
-        return AnimationEffect::Phase::Idle;
+        return AnimationEffectPhase::Idle;
 
     // Since we don't have an effect, the duration will be zero so the phase is 'before' if the current time is less than zero.
-    return animationCurrentTime.value() < 0_s ? AnimationEffect::Phase::Before : AnimationEffect::Phase::After;
+    return *animationCurrentTime < 0_s ? AnimationEffectPhase::Before : AnimationEffectPhase::After;
 }
 
 void DeclarativeAnimation::invalidateDOMEvents(Seconds elapsedTime)
@@ -230,27 +232,38 @@
     if (!m_owningElement)
         return;
     
-    auto* animationEffect = effect();
-
     auto isPending = pending();
     if (isPending && m_wasPending)
         return;
 
-    auto iteration = animationEffect ? animationEffect->currentIteration().valueOr(0) : 0;
-    auto currentPhase = animationEffect ? animationEffect->phase() : phaseWithoutEffect();
+    double iteration;
+    AnimationEffectPhase currentPhase;
+    Seconds intervalStart;
+    Seconds intervalEnd;
 
-    bool wasActive = m_previousPhase == AnimationEffect::Phase::Active;
-    bool wasAfter = m_previousPhase == AnimationEffect::Phase::After;
-    bool wasBefore = m_previousPhase == AnimationEffect::Phase::Before;
-    bool wasIdle = m_previousPhase == AnimationEffect::Phase::Idle;
+    auto* animationEffect = effect();
+    if (animationEffect) {
+        auto timing = animationEffect->getComputedTiming();
+        iteration = timing.currentIteration.valueOr(0);
+        currentPhase = timing.phase;
+        intervalStart = std::max(0_s, Seconds::fromMilliseconds(std::min(-timing.delay, timing.activeDuration)));
+        intervalEnd = std::max(0_s, Seconds::fromMilliseconds(std::min(timing.endTime - timing.delay, timing.activeDuration)));
+    } else {
+        iteration = 0;
+        currentPhase = phaseWithoutEffect();
+        intervalStart = 0_s;
+        intervalEnd = 0_s;
+    }
 
-    bool isActive = currentPhase == AnimationEffect::Phase::Active;
-    bool isAfter = currentPhase == AnimationEffect::Phase::After;
-    bool isBefore = currentPhase == AnimationEffect::Phase::Before;
-    bool isIdle = currentPhase == AnimationEffect::Phase::Idle;
+    bool wasActive = m_previousPhase == AnimationEffectPhase::Active;
+    bool wasAfter = m_previousPhase == AnimationEffectPhase::After;
+    bool wasBefore = m_previousPhase == AnimationEffectPhase::Before;
+    bool wasIdle = m_previousPhase == AnimationEffectPhase::Idle;
 
-    auto intervalStart = animationEffect ? std::max(0_s, std::min(-animationEffect->delay(), animationEffect->activeDuration())) : 0_s;
-    auto intervalEnd = animationEffect ? std::max(0_s, std::min(animationEffect->endTime() - animationEffect->delay(), animationEffect->activeDuration())) : 0_s;
+    bool isActive = currentPhase == AnimationEffectPhase::Active;
+    bool isAfter = currentPhase == AnimationEffectPhase::After;
+    bool isBefore = currentPhase == AnimationEffectPhase::Before;
+    bool isIdle = currentPhase == AnimationEffectPhase::Idle;
 
     if (is<CSSAnimation>(this)) {
         // https://drafts.csswg.org/css-animations-2/#events

Modified: trunk/Source/WebCore/animation/DeclarativeAnimation.h (239722 => 239723)


--- trunk/Source/WebCore/animation/DeclarativeAnimation.h	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/DeclarativeAnimation.h	2019-01-08 11:31:55 UTC (rev 239723)
@@ -26,6 +26,7 @@
 #pragma once
 
 #include "AnimationEffect.h"
+#include "AnimationEffectPhase.h"
 #include "GenericEventQueue.h"
 #include "WebAnimation.h"
 #include <wtf/Ref.h>
@@ -74,7 +75,7 @@
 private:
     void disassociateFromOwningElement();
     void flushPendingStyleChanges() const;
-    AnimationEffect::Phase phaseWithoutEffect() const;
+    AnimationEffectPhase phaseWithoutEffect() const;
     void enqueueDOMEvent(const AtomicString&, Seconds);
     void remove() final;
 
@@ -86,7 +87,7 @@
     Element* m_owningElement;
     Ref<Animation> m_backingAnimation;
     bool m_wasPending { false };
-    AnimationEffect::Phase m_previousPhase { AnimationEffect::Phase::Idle };
+    AnimationEffectPhase m_previousPhase { AnimationEffectPhase::Idle };
     double m_previousIteration;
     GenericEventQueue m_eventQueue;
 };

Modified: trunk/Source/WebCore/animation/KeyframeEffect.cpp (239722 => 239723)


--- trunk/Source/WebCore/animation/KeyframeEffect.cpp	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/KeyframeEffect.cpp	2019-01-08 11:31:55 UTC (rev 239723)
@@ -1008,7 +1008,7 @@
 
     updateAcceleratedAnimationState();
 
-    auto progress = iterationProgress();
+    auto progress = getComputedTiming().progress;
     if (!progress)
         return;
 
@@ -1042,7 +1042,7 @@
     if (!m_target || !animation())
         return;
 
-    auto progress = iterationProgress();
+    auto progress = getComputedTiming().progress;
     if (!progress)
         return;
 

Modified: trunk/Source/WebCore/animation/WebAnimation.cpp (239722 => 239723)


--- trunk/Source/WebCore/animation/WebAnimation.cpp	2019-01-08 09:00:28 UTC (rev 239722)
+++ trunk/Source/WebCore/animation/WebAnimation.cpp	2019-01-08 11:31:55 UTC (rev 239723)
@@ -538,7 +538,7 @@
 {
     // The target effect end of an animation is equal to the end time of the animation's target effect.
     // If the animation has no target effect, the target effect end is zero.
-    return m_effect ? m_effect->endTime() : 0_s;
+    return m_effect ? m_effect->getBasicTiming().endTime : 0_s;
 }
 
 void WebAnimation::cancel()
@@ -1173,8 +1173,10 @@
     if (!m_effect)
         return false;
 
+    auto timing = m_effect->getBasicTiming();
+
     // An animation effect is in effect if its active time is not unresolved.
-    if (m_effect->activeTime())
+    if (timing.activeTime)
         return true;
 
     // An animation effect is current if either of the following conditions is true:
@@ -1184,8 +1186,7 @@
     // An animation effect is in play if all of the following conditions are met:
     // - the animation effect is in the active phase, and
     // - the animation effect is associated with an animation that is not finished.
-    auto phase = m_effect->phase();
-    return phase == AnimationEffect::Phase::Before || (phase == AnimationEffect::Phase::Active && playState() != PlayState::Finished);
+    return timing.phase == AnimationEffectPhase::Before || (timing.phase == AnimationEffectPhase::Active && playState() != PlayState::Finished);
 }
 
 Seconds WebAnimation::timeToNextTick() const
@@ -1202,9 +1203,11 @@
     // CSS Animations dispatch events for each iteration, so compute the time until
     // the end of this iteration. Any other animation only cares about remaning total time.
     if (isCSSAnimation()) {
+        auto* animationEffect = effect();
+        auto timing = animationEffect->getComputedTiming();
         // If we're actively running, we need the time until the next iteration.
-        if (auto iterationProgress = effect()->simpleIterationProgress())
-            return effect()->iterationDuration() * (1 - iterationProgress.value());
+        if (auto iterationProgress = timing.simpleIterationProgress)
+            return animationEffect->iterationDuration() * (1 - *iterationProgress);
 
         // Otherwise we're probably in the before phase waiting to reach our start time.
         if (auto animationCurrentTime = currentTime()) {
@@ -1214,11 +1217,11 @@
             auto localTime = animationCurrentTime.value();
             if (localTime < 0_s)
                 return -localTime;
-            if (localTime < effect()->delay())
-                return effect()->delay() - localTime;
+            if (localTime < animationEffect->delay())
+                return animationEffect->delay() - localTime;
         }
     } else if (auto animationCurrentTime = currentTime())
-        return effect()->endTime() - animationCurrentTime.value();
+        return effect()->getBasicTiming().endTime - *animationCurrentTime;
 
     ASSERT_NOT_REACHED();
     return Seconds::infinity();
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