Ensure that animations expire correctly and stop compositing occurring after they finish.
There were two problems here:
(1) The animation state update function was only called when nodes were dirty or there were new animations.
(2) When all animations for a node expired, the entry from the hash table was not removed.
The result was that once an animation began, the compositor would be running as fast as it can forever.
Fixes#7721.
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There were two problems here:
(1) The animation state update function was only called when nodes were dirty or there were new animations.
(2) When all animations for a node expired, the entry from the hash table was not removed.
The result was that once an animation began, the compositor would be running as fast as it can forever.
Fixes#7721.
Currently pseudo-elements, like the fragments created for ::before and
::after, with layers will have the same LayerId as the body of their
owning fragments. Instead all LayerIds should be unique.
Fixes#2010.
StackingContexts that should be painted on top of StackingContexts that
are already layerized should automatically get their own layer. This
will ensure proper painting order.
Have PaintLayers own StackingContexts instead of the opposite
Previously, StackingContexts might have a PaintLayer. We switch the
ownership, for several reasons:
* We want PaintLayers to potentially contain something other
than a StackingContext soon.
* We want to delay the creation of PaintLayers until the last
minute, so that we can synthesize new layers for sandwiched
content.
This commit also implements the second goal. Instead of creating
PaintLayers during layout itself, wait until we are sorting and
layerizing a completed DisplayList.
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Previously, StackingContexts might have a PaintLayer. We switch the
ownership, for several reasons:
* We want PaintLayers to potentially contain something other
than a StackingContext soon.
* We want to delay the creation of PaintLayers until the last
minute, so that we can synthesize new layers for sandwiched
content.
This commit also implements the second goal. Instead of creating
PaintLayers during layout itself, wait until we are sorting and
layerizing a completed DisplayList.
Known issues:
* Display list optimization can sometimes optimize out elements that
should be shown. This affects the Enyo demo.
* The `overflow: scroll` container doesn't clip the inner layer properly
when borders, border radius, etc. are present.
* `overflow-x: scroll` and `overflow-y: scroll` don't work individually;
elements are scrolled all at once.
* Scrolling only works on absolutely-positioned elements.
To actually make the multiprocess communication work, we'll need to
reroute the task creation to the pipeline or the compositor. But this
works as a first step.
This commit introduces the `serde` dependency, which we will use to
serialize messages going between processes in multiprocess Servo.
This also adds a new debugging flag, `-Z print-display-list-json`,
allowing the output of display list serialization to be visualized.
This will be useful for our experiments with alternate rasterizers.
an IPC channel instead.
Because this used a boxed trait object to invoke messages across a
process boundary, and boxed trait objects are not supported across IPC,
we spawn a helper thread inside the compositor to perform the marshaling
for us.
Now that NativeDisplay can be shared between the compositor and the
paint task, we can move the LayerBuffer cache to the compositor. This
allows surfaces to be potentially reused between different paint tasks
and will eventually allow OpenGL contexts to be preserved between
instances of GL rasterization.
Update to latest rust-layers
The compositing context, painting context and display metadata have all
been collapsed into a single NativeDisplay class.
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Getting these down to the embedding API level required that I redo the bindings generator again, so this is more commits than anticipated.
@mbrubeck @Manishearth @pcwalton but NOT @larsbergstrom so don't even look at this.
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This fixes various race conditions that affect test execution when using the servodriver product. It doesn't yet do enough to make servodriver a viable alternative to the normal servo test executor.
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