servo/components/compositing/headless.rs
Glenn Watson 92061132f3 Fix animation smoothness when using requestAnimationFrame.
Previously, the flow for ticking animations was:

Compositor -> Constellation -> Layout -> Script

However, this means that the compositor <-> layout messages can thrash, meaning layout thread is very rarely idle.

This means that the script thread (which joins on the layout thread during reflow) was unable to execute and run rAF callbacks.

With this change, the flow is now:

Compositor -> Constellation -> Script (when rAF is active).
Compositor -> Constellation -> Layout (when transitions / animations are active and no rAF is present).

This makes rAF based animation *much* smoother.
2016-03-04 07:26:00 +10:00

147 lines
5.3 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use AnimationTickType;
use CompositorMsg as ConstellationMsg;
use compositor_thread::{CompositorEventListener, CompositorReceiver};
use compositor_thread::{InitialCompositorState, Msg};
use euclid::scale_factor::ScaleFactor;
use euclid::{Point2D, Size2D};
use msg::constellation_msg::WindowSizeData;
use profile_traits::mem;
use profile_traits::time;
use script_traits::AnimationState;
use std::sync::mpsc::Sender;
use util::opts;
use windowing::WindowEvent;
/// Starts the compositor, which listens for messages on the specified port.
///
/// This is the null compositor which doesn't draw anything to the screen.
/// It's intended for headless testing.
pub struct NullCompositor {
/// The port on which we receive messages.
pub port: Box<CompositorReceiver>,
/// A channel to the constellation.
constellation_chan: Sender<ConstellationMsg>,
/// A channel to the time profiler.
time_profiler_chan: time::ProfilerChan,
/// A channel to the memory profiler.
mem_profiler_chan: mem::ProfilerChan,
}
impl NullCompositor {
fn new(state: InitialCompositorState) -> NullCompositor {
NullCompositor {
port: state.receiver,
constellation_chan: state.constellation_chan,
time_profiler_chan: state.time_profiler_chan,
mem_profiler_chan: state.mem_profiler_chan,
}
}
pub fn create(state: InitialCompositorState) -> NullCompositor {
let compositor = NullCompositor::new(state);
// Tell the constellation about the initial fake size.
{
compositor.constellation_chan.send(ConstellationMsg::ResizedWindow(WindowSizeData {
initial_viewport: Size2D::typed(800_f32, 600_f32),
visible_viewport: Size2D::typed(800_f32, 600_f32),
device_pixel_ratio:
ScaleFactor::new(opts::get().device_pixels_per_px.unwrap_or(1.0)),
})).unwrap();
}
compositor
}
}
impl CompositorEventListener for NullCompositor {
fn handle_events(&mut self, _: Vec<WindowEvent>) -> bool {
match self.port.recv_compositor_msg() {
Msg::Exit(chan) => {
debug!("shutting down the constellation");
self.constellation_chan.send(ConstellationMsg::Exit).unwrap();
chan.send(()).unwrap();
}
Msg::ShutdownComplete => {
debug!("constellation completed shutdown");
// Drain compositor port, sometimes messages contain channels that are blocking
// another thread from finishing (i.e. SetIds)
while self.port.try_recv_compositor_msg().is_some() {}
self.time_profiler_chan.send(time::ProfilerMsg::Exit);
self.mem_profiler_chan.send(mem::ProfilerMsg::Exit);
return false
}
Msg::GetNativeDisplay(chan) => {
chan.send(None).unwrap();
}
Msg::SetFrameTree(_, response_chan, _) => {
response_chan.send(()).unwrap();
}
Msg::GetClientWindow(send) => {
let rect = (Size2D::zero(), Point2D::zero());
send.send(rect).unwrap();
}
Msg::ChangeRunningAnimationsState(pipeline_id, animation_state) => {
match animation_state {
AnimationState::AnimationsPresent |
AnimationState::NoAnimationsPresent |
AnimationState::NoAnimationCallbacksPresent => {}
AnimationState::AnimationCallbacksPresent => {
let msg = ConstellationMsg::TickAnimation(pipeline_id, AnimationTickType::Script);
self.constellation_chan.send(msg).unwrap()
}
}
}
// Explicitly list ignored messages so that when we add a new one,
// we'll notice and think about whether it needs a response, like
// SetFrameTree.
Msg::InitializeLayersForPipeline(..) |
Msg::AssignPaintedBuffers(..) |
Msg::ScrollFragmentPoint(..) |
Msg::Status(..) |
Msg::LoadStart(..) |
Msg::LoadComplete(..) |
Msg::DelayedCompositionTimeout(..) |
Msg::Recomposite(..) |
Msg::ChangePageTitle(..) |
Msg::ChangePageUrl(..) |
Msg::KeyEvent(..) |
Msg::TouchEventProcessed(..) |
Msg::SetCursor(..) |
Msg::ViewportConstrained(..) => {}
Msg::CreatePng(..) |
Msg::PaintThreadExited(..) |
Msg::MoveTo(..) |
Msg::ResizeTo(..) |
Msg::IsReadyToSaveImageReply(..) => {}
Msg::NewFavicon(..) => {}
Msg::HeadParsed => {}
Msg::ReturnUnusedNativeSurfaces(..) => {}
Msg::CollectMemoryReports(..) => {}
Msg::PipelineExited(..) => {}
}
true
}
fn repaint_synchronously(&mut self) {}
fn pinch_zoom_level(&self) -> f32 {
1.0
}
fn title_for_main_frame(&self) {}
}