Avoid dropping arbitrary animation callbacks without running them

This commit is contained in:
Anthony Ramine 2018-02-21 17:28:12 +01:00
parent 4d7383f4f3
commit eb83826c01

View file

@ -1485,10 +1485,18 @@ impl Document {
// constellation to stop giving us video refresh callbacks, to save energy. (A spurious
// animation frame is one in which the callback did not mutate the DOM—that is, an
// animation frame that wasn't actually used for animation.)
if self.animation_frame_list.borrow().is_empty() ||
(!was_faking_animation_frames && self.is_faking_animation_frames()) {
mem::swap(&mut *self.animation_frame_list.borrow_mut(),
&mut *animation_frame_list);
let is_empty = self.animation_frame_list.borrow().is_empty();
if is_empty || (!was_faking_animation_frames && self.is_faking_animation_frames()) {
if is_empty {
// If the current animation frame list in the DOM instance is empty,
// we can reuse the original `Vec<T>` that we put on the stack to
// avoid allocating a new one next time an animation callback
// is queued.
mem::swap(
&mut *self.animation_frame_list.borrow_mut(),
&mut *animation_frame_list,
);
}
let event = ScriptMsg::ChangeRunningAnimationsState(AnimationState::NoAnimationCallbacksPresent);
self.send_to_constellation(event);
}