gecko/layout/style/test/animation_utils.js

572 lines
18 KiB
JavaScript

function px_to_num(str)
{
return Number(String(str).match(/^([\d.]+)px$/)[1]);
}
function bezier(x1, y1, x2, y2) {
// Cubic bezier with control points (0, 0), (x1, y1), (x2, y2), and (1, 1).
function x_for_t(t) {
var omt = 1-t;
return 3 * omt * omt * t * x1 + 3 * omt * t * t * x2 + t * t * t;
}
function y_for_t(t) {
var omt = 1-t;
return 3 * omt * omt * t * y1 + 3 * omt * t * t * y2 + t * t * t;
}
function t_for_x(x) {
// Binary subdivision.
var mint = 0, maxt = 1;
for (var i = 0; i < 30; ++i) {
var guesst = (mint + maxt) / 2;
var guessx = x_for_t(guesst);
if (x < guessx)
maxt = guesst;
else
mint = guesst;
}
return (mint + maxt) / 2;
}
return function bezier_closure(x) {
if (x == 0) return 0;
if (x == 1) return 1;
return y_for_t(t_for_x(x));
}
}
function step_end(nsteps) {
return function step_end_closure(x) {
return Math.floor(x * nsteps) / nsteps;
}
}
function step_start(nsteps) {
var stepend = step_end(nsteps);
return function step_start_closure(x) {
return 1.0 - stepend(1.0 - x);
}
}
var gTF = {
"ease": bezier(0.25, 0.1, 0.25, 1),
"linear": function(x) { return x; },
"ease_in": bezier(0.42, 0, 1, 1),
"ease_out": bezier(0, 0, 0.58, 1),
"ease_in_out": bezier(0.42, 0, 0.58, 1),
"step_start": step_start(1),
"step_end": step_end(1),
};
function is_approx(float1, float2, error, desc) {
ok(Math.abs(float1 - float2) < error,
desc + ": " + float1 + " and " + float2 + " should be within " + error);
}
function findKeyframesRule(name) {
for (var i = 0; i < document.styleSheets.length; i++) {
var match = [].find.call(document.styleSheets[i].cssRules, function(rule) {
return rule.type == CSSRule.KEYFRAMES_RULE &&
rule.name == name;
});
if (match) {
return match;
}
}
return undefined;
}
// Checks if off-main thread animation (OMTA) is available, and if it is, runs
// the provided callback function. If OMTA is not available or is not
// functioning correctly, the second callback, aOnSkip, is run instead.
//
// This function also does an internal test to verify that OMTA is working at
// all so that if OMTA is not functioning correctly when it is expected to
// function only a single failure is produced.
//
// Since this function relies on various asynchronous operations, the caller is
// responsible for calling SimpleTest.waitForExplicitFinish() before calling
// this and SimpleTest.finish() within aTestFunction and aOnSkip.
function runOMTATest(aTestFunction, aOnSkip) {
const OMTAPrefKey = "layers.offmainthreadcomposition.async-animations";
var utils = SpecialPowers.DOMWindowUtils;
var expectOMTA = utils.layerManagerRemote &&
// ^ Off-main thread animation cannot be used if off-main
// thread composition (OMTC) is not available
SpecialPowers.getBoolPref(OMTAPrefKey);
isOMTAWorking().then(function(isWorking) {
if (expectOMTA) {
if (isWorking) {
aTestFunction();
} else {
// We only call this when we know it will fail as otherwise in the
// regular success case we will end up inflating the "passed tests"
// count by 1
ok(isWorking, "OMTA is working as expected");
aOnSkip();
}
} else {
todo(isWorking, "OMTA is working");
aOnSkip();
}
}).catch(function(err) {
ok(false, err);
aOnSkip();
});
function isOMTAWorking() {
// Create keyframes rule
const animationName = "a6ce3091ed85"; // Random name to avoid clashes
var ruleText = "@keyframes " + animationName +
" { from { opacity: 0.5 } to { opacity 0.5 } }";
var style = document.createElement("style");
style.appendChild(document.createTextNode(ruleText));
document.head.appendChild(style);
// Create animation target
var div = document.createElement("div");
document.body.appendChild(div);
// Give the target geometry so it is eligible for layerization
div.style.width = "100px";
div.style.height = "100px";
div.style.backgroundColor = "white";
// Common clean up code
var cleanUp = function() {
div.parentNode.removeChild(div);
style.parentNode.removeChild(style);
if (utils.isTestControllingRefreshes) {
utils.restoreNormalRefresh();
}
};
return waitForDocumentLoad()
.then(loadPaintListener)
.then(function() {
// Put refresh driver under test control and trigger animation
utils.advanceTimeAndRefresh(0);
div.style.animation = animationName + " 10s";
// Trigger style flush
div.clientTop;
return waitForPaints();
}).then(function() {
var opacity = utils.getOMTAStyle(div, "opacity");
cleanUp();
return Promise.resolve(opacity == 0.5);
}).catch(function(err) {
cleanUp();
return Promise.reject(err);
});
}
function waitForDocumentLoad() {
return new Promise(function(resolve, reject) {
if (document.readyState === "complete") {
resolve();
} else {
window.addEventListener("load", resolve);
}
});
}
function waitForPaints() {
return new Promise(function(resolve, reject) {
waitForAllPaintsFlushed(resolve);
});
}
function loadPaintListener() {
return new Promise(function(resolve, reject) {
if (typeof(window.waitForAllPaints) !== "function") {
var script = document.createElement("script");
script.onload = resolve;
script.onerror = function() {
reject(new Error("Failed to load paint listener"));
};
script.src = "/tests/SimpleTest/paint_listener.js";
var firstScript = document.scripts[0];
firstScript.parentNode.insertBefore(script, firstScript);
} else {
resolve();
}
});
}
}
// Common architecture for setting up a series of asynchronous animation tests
//
// Usage example:
//
// addAsyncAnimTest(function *() {
// .. do work ..
// yield functionThatReturnsAPromise();
// .. do work ..
// });
// runAllAsyncAnimTests().then(SimpleTest.finish());
//
(function() {
var tests = [];
window.addAsyncAnimTest = function(generator) {
tests.push(generator);
};
// Returns a promise when all tests have run
window.runAllAsyncAnimTests = function(aOnAbort) {
// runAsyncAnimTest returns a Promise that is resolved when the
// test is finished so we can chain them together
return tests.reduce(function(sequence, test) {
return sequence.then(function() {
return runAsyncAnimTest(test, aOnAbort);
});
}, Promise.resolve() /* the start of the sequence */);
};
// Takes a generator function that represents a test case. Each point in the
// test case that waits asynchronously for some result yields a Promise that
// is resolved when the asynchronous action has completed. By chaining these
// intermediate results together we run the test to completion.
//
// This method itself returns a Promise that is resolved when the generator
// function has completed.
//
// This arrangement is based on add_task() which is currently only available
// in mochitest-chrome (bug 872229). If add_task becomes available in
// mochitest-plain, we can remove this function and use add_task instead.
function runAsyncAnimTest(aTestFunc, aOnAbort) {
var generator;
function step(arg) {
var next;
try {
next = generator.next(arg);
} catch (e) {
return Promise.reject(e);
}
if (next.done) {
return Promise.resolve(next.value);
} else {
return Promise.resolve(next.value)
.then(step, function(err) { throw err; });
}
}
// Put refresh driver under test control
SpecialPowers.DOMWindowUtils.advanceTimeAndRefresh(0);
// Run test
generator = aTestFunc();
return step()
.catch(function(err) {
ok(false, err.message);
if (typeof aOnAbort == "function") {
aOnAbort();
}
}).then(function() {
// Restore clock
SpecialPowers.DOMWindowUtils.restoreNormalRefresh();
});
}
})();
//----------------------------------------------------------------------
//
// Helper functions for testing animated values on the compositor
//
//----------------------------------------------------------------------
const RunningOn = {
MainThread: 0,
Compositor: 1,
Either: 2,
TodoMainThread: 3
};
const ExpectComparisonTo = {
Pass: 1,
Fail: 2
};
(function() {
window.omta_todo_is = function(elem, property, expected, runningOn, desc) {
return omta_is_approx(elem, property, expected, 0, runningOn, desc,
ExpectComparisonTo.Fail);
};
window.omta_is = function(elem, property, expected, runningOn, desc) {
return omta_is_approx(elem, property, expected, 0, runningOn, desc);
};
// Many callers of this method will pass 'undefined' for
// expectedComparisonResult.
window.omta_is_approx = function(elem, property, expected, tolerance,
runningOn, desc, expectedComparisonResult) {
// Check input
const omtaProperties = [ "transform", "opacity" ];
if (omtaProperties.indexOf(property) === -1) {
ok(false, property + " is not an OMTA property");
return;
}
var isTransform = property == "transform";
var normalize = isTransform ? convertTo3dMatrix : parseFloat;
var compare = isTransform ?
matricesRoughlyEqual :
function(a, b, error) { return Math.abs(a - b) <= error; };
var normalizedToString = isTransform ?
convert3dMatrixToString :
JSON.stringify;
// Get actual values
var compositorStr =
SpecialPowers.DOMWindowUtils.getOMTAStyle(elem, property);
var computedStr = window.getComputedStyle(elem)[property];
// Prepare expected value
var expectedValue = normalize(expected);
if (expectedValue === null) {
ok(false, desc + ": test author should provide a valid 'expected' value" +
" - got " + expected.toString());
return;
}
// Check expected value appears in the right place
var actualStr;
switch (runningOn) {
case RunningOn.Either:
runningOn = compositorStr !== "" ?
RunningOn.Compositor :
RunningOn.MainThread;
actualStr = compositorStr !== "" ? compositorStr : computedStr;
break;
case RunningOn.Compositor:
if (compositorStr === "") {
ok(false, desc + ": should be animating on compositor");
return;
}
actualStr = compositorStr;
break;
case RunningOn.TodoMainThread:
todo(compositorStr === "",
desc + ": should NOT be animating on compositor");
actualStr = compositorStr === "" ? computedStr : compositorStr;
break;
default:
if (compositorStr !== "") {
ok(false, desc + ": should NOT be animating on compositor");
return;
}
actualStr = computedStr;
break;
}
var okOrTodo = expectedComparisonResult == ExpectComparisonTo.Fail ?
todo :
ok;
// Compare animated value with expected
var actualValue = normalize(actualStr);
if (actualValue === null) {
ok(false, desc + ": should return a valid result - got " + actualStr);
return;
}
okOrTodo(compare(expectedValue, actualValue, tolerance),
desc + " - got " + actualStr + ", expected " +
normalizedToString(expectedValue));
// For compositor animations do an additional check that they match
// the value calculated on the main thread
if (actualStr === compositorStr) {
var computedValue = normalize(computedStr);
if (computedValue === null) {
ok(false, desc + ": test framework should parse computed style" +
" - got " + computedStr);
return;
}
okOrTodo(compare(computedValue, actualValue, 0),
desc + ": OMTA style and computed style should be equal" +
" - OMTA " + actualStr + ", computed " + computedStr);
}
};
window.matricesRoughlyEqual = function(a, b, tolerance) {
tolerance = tolerance || 0.00011;
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 4; j++) {
var diff = Math.abs(a[i][j] - b[i][j]);
if (diff > tolerance || isNaN(diff))
return false;
}
}
return true;
};
// Converts something representing an transform into a 3d matrix in
// column-major order.
// The following are supported:
// "matrix(...)"
// "matrix3d(...)"
// [ 1, 0, 0, ... ]
// { a: 1, ty: 23 } etc.
window.convertTo3dMatrix = function(matrixLike) {
if (typeof(matrixLike) == "string") {
return convertStringTo3dMatrix(matrixLike);
} else if (Array.isArray(matrixLike)) {
return convertArrayTo3dMatrix(matrixLike);
} else if (typeof(matrixLike) == "object") {
return convertObjectTo3dMatrix(matrixLike);
} else {
return null;
}
};
// In future most of these methods should be able to be replaced
// with DOMMatrix
window.isInvertible = function(matrix) {
return getDeterminant(matrix) != 0;
};
// Converts strings of the format "matrix(...)" and "matrix3d(...)" to a 3d
// matrix
function convertStringTo3dMatrix(str) {
if (str == "none")
return convertArrayTo3dMatrix([1, 0, 0, 1, 0, 0]);
var result = str.match("^matrix(3d)?\\(");
if (result === null)
return null;
return convertArrayTo3dMatrix(
str.substring(result[0].length, str.length-1)
.split(",")
.map(function(component) {
return Number(component);
})
);
}
// Takes an array of numbers of length 6 (2d matrix) or 16 (3d matrix)
// representing a matrix specified in column-major order and returns a 3d
// matrix represented as an array of arrays
function convertArrayTo3dMatrix(array) {
if (array.length == 6) {
return convertObjectTo3dMatrix(
{ a: array[0], b: array[1],
c: array[2], d: array[3],
e: array[4], f: array[5] } );
} else if (array.length == 16) {
return [
array.slice(0, 4),
array.slice(4, 8),
array.slice(8, 12),
array.slice(12, 16)
];
} else {
return null;
}
}
// Takes an object of the form { a: 1.1, e: 23 } and builds up a 3d matrix
// with unspecified values filled in with identity values.
function convertObjectTo3dMatrix(obj) {
return [
[
obj.a || obj.sx || obj.m11 || 1,
obj.b || obj.m12 || 0,
obj.m13 || 0,
obj.m14 || 0
], [
obj.c || obj.m21 || 0,
obj.d || obj.sy || obj.m22 || 1,
obj.m23 || 0,
obj.m24 || 0
], [
obj.m31 || 0,
obj.m32 || 0,
obj.sz || obj.m33 || 1,
obj.m34 || 0
], [
obj.e || obj.tx || obj.m41 || 0,
obj.f || obj.ty || obj.m42 || 0,
obj.tz || obj.m43 || 0,
obj.m44 || 1
]
];
}
function convert3dMatrixToString(matrix) {
if (is2d(matrix)) {
return "matrix(" +
[ matrix[0][0], matrix[0][1],
matrix[1][0], matrix[1][1],
matrix[3][0], matrix[3][1] ].join(", ") + ")";
} else {
return "matrix3d(" +
matrix.reduce(function(outer, inner) {
return outer.concat(inner);
}).join(", ") + ")";
}
}
function is2d(matrix) {
return matrix[0][2] === 0 && matrix[0][3] === 0 &&
matrix[1][2] === 0 && matrix[1][3] === 0 &&
matrix[2][0] === 0 && matrix[2][1] === 0 &&
matrix[2][2] === 1 && matrix[2][3] === 0 &&
matrix[3][2] === 0 && matrix[3][3] === 1;
}
function getDeterminant(matrix) {
if (is2d(matrix)) {
return matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0];
}
return matrix[0][3] * matrix[1][2] * matrix[2][1] * matrix[3][0]
- matrix[0][2] * matrix[1][3] * matrix[2][1] * matrix[3][0]
- matrix[0][3] * matrix[1][1] * matrix[2][2] * matrix[3][0]
+ matrix[0][1] * matrix[1][3] * matrix[2][2] * matrix[3][0]
+ matrix[0][2] * matrix[1][1] * matrix[2][3] * matrix[3][0]
- matrix[0][1] * matrix[1][2] * matrix[2][3] * matrix[3][0]
- matrix[0][3] * matrix[1][2] * matrix[2][0] * matrix[3][1]
+ matrix[0][2] * matrix[1][3] * matrix[2][0] * matrix[3][1]
+ matrix[0][3] * matrix[1][0] * matrix[2][2] * matrix[3][1]
- matrix[0][0] * matrix[1][3] * matrix[2][2] * matrix[3][1]
- matrix[0][2] * matrix[1][0] * matrix[2][3] * matrix[3][1]
+ matrix[0][0] * matrix[1][2] * matrix[2][3] * matrix[3][1]
+ matrix[0][3] * matrix[1][1] * matrix[2][0] * matrix[3][2]
- matrix[0][1] * matrix[1][3] * matrix[2][0] * matrix[3][2]
- matrix[0][3] * matrix[1][0] * matrix[2][1] * matrix[3][2]
+ matrix[0][0] * matrix[1][3] * matrix[2][1] * matrix[3][2]
+ matrix[0][1] * matrix[1][0] * matrix[2][3] * matrix[3][2]
- matrix[0][0] * matrix[1][1] * matrix[2][3] * matrix[3][2]
- matrix[0][2] * matrix[1][1] * matrix[2][0] * matrix[3][3]
+ matrix[0][1] * matrix[1][2] * matrix[2][0] * matrix[3][3]
+ matrix[0][2] * matrix[1][0] * matrix[2][1] * matrix[3][3]
- matrix[0][0] * matrix[1][2] * matrix[2][1] * matrix[3][3]
- matrix[0][1] * matrix[1][0] * matrix[2][2] * matrix[3][3]
+ matrix[0][0] * matrix[1][1] * matrix[2][2] * matrix[3][3];
}
})();
//----------------------------------------------------------------------
//
// Promise wrappers for paint_listener.js
//
//----------------------------------------------------------------------
// Returns a Promise that resolves once all paints have completed
function waitForPaints() {
return new Promise(function(resolve, reject) {
waitForAllPaints(resolve);
});
}
// As with waitForPaints but also flushes pending style changes before waiting
function waitForPaintsFlushed() {
return new Promise(function(resolve, reject) {
waitForAllPaintsFlushed(resolve);
});
}