Here are gyp targets and stubs for compiling libcc and the webkit_compositor bindings in chromium. Everything is guarded behind the off-by-default use_libcc_for_compositor gyp variable.  I haven't included the actual code here, but there are scripts to sync.  I plan to land + manually sync the code into place until we're ready to flip the gyp switch.

Snapshot from r126652

BUG=

Review URL: https://chromiumcodereview.appspot.com/10828381

git-svn-id: svn://svn.chromium.org/chrome/trunk/src@153354 0039d316-1c4b-4281-b951-d872f2087c98
diff --git a/cc/CCLayerAnimationController.cpp b/cc/CCLayerAnimationController.cpp
new file mode 100644
index 0000000..bb607586
--- /dev/null
+++ b/cc/CCLayerAnimationController.cpp
@@ -0,0 +1,407 @@
+// Copyright 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "config.h"
+
+#include "CCLayerAnimationController.h"
+
+#include "CCActiveAnimation.h"
+#include "CCKeyframedAnimationCurve.h"
+#include <public/WebTransformationMatrix.h>
+#include <wtf/CurrentTime.h>
+#include <wtf/HashMap.h>
+
+using WebKit::WebTransformationMatrix;
+
+namespace WebCore {
+
+CCLayerAnimationController::CCLayerAnimationController(CCLayerAnimationControllerClient* client)
+    : m_forceSync(false)
+    , m_client(client)
+{
+}
+
+CCLayerAnimationController::~CCLayerAnimationController()
+{
+}
+
+PassOwnPtr<CCLayerAnimationController> CCLayerAnimationController::create(CCLayerAnimationControllerClient* client)
+{
+    return adoptPtr(new CCLayerAnimationController(client));
+}
+
+void CCLayerAnimationController::pauseAnimation(int animationId, double timeOffset)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->id() == animationId)
+            m_activeAnimations[i]->setRunState(CCActiveAnimation::Paused, timeOffset + m_activeAnimations[i]->startTime());
+    }
+}
+
+void CCLayerAnimationController::removeAnimation(int animationId)
+{
+    for (size_t i = 0; i < m_activeAnimations.size();) {
+        if (m_activeAnimations[i]->id() == animationId)
+            m_activeAnimations.remove(i);
+        else
+            i++;
+    }
+}
+
+void CCLayerAnimationController::removeAnimation(int animationId, CCActiveAnimation::TargetProperty targetProperty)
+{
+    for (size_t i = 0; i < m_activeAnimations.size();) {
+        if (m_activeAnimations[i]->id() == animationId && m_activeAnimations[i]->targetProperty() == targetProperty)
+            m_activeAnimations.remove(i);
+        else
+            i++;
+    }
+}
+
+// According to render layer backing, these are for testing only.
+void CCLayerAnimationController::suspendAnimations(double monotonicTime)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (!m_activeAnimations[i]->isFinished())
+            m_activeAnimations[i]->setRunState(CCActiveAnimation::Paused, monotonicTime);
+    }
+}
+
+// Looking at GraphicsLayerCA, this appears to be the analog to suspendAnimations, which is for testing.
+void CCLayerAnimationController::resumeAnimations(double monotonicTime)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::Paused)
+            m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
+    }
+}
+
+// Ensures that the list of active animations on the main thread and the impl thread
+// are kept in sync.
+void CCLayerAnimationController::pushAnimationUpdatesTo(CCLayerAnimationController* controllerImpl)
+{
+    if (m_forceSync) {
+        replaceImplThreadAnimations(controllerImpl);
+        m_forceSync = false;
+    } else {
+        purgeAnimationsMarkedForDeletion();
+        pushNewAnimationsToImplThread(controllerImpl);
+
+        // Remove finished impl side animations only after pushing,
+        // and only after the animations are deleted on the main thread
+        // this insures we will never push an animation twice.
+        removeAnimationsCompletedOnMainThread(controllerImpl);
+
+        pushPropertiesToImplThread(controllerImpl);
+    }
+}
+
+void CCLayerAnimationController::animate(double monotonicTime, CCAnimationEventsVector* events)
+{
+    startAnimationsWaitingForNextTick(monotonicTime, events);
+    startAnimationsWaitingForStartTime(monotonicTime, events);
+    startAnimationsWaitingForTargetAvailability(monotonicTime, events);
+    resolveConflicts(monotonicTime);
+    tickAnimations(monotonicTime);
+    markAnimationsForDeletion(monotonicTime, events);
+    startAnimationsWaitingForTargetAvailability(monotonicTime, events);
+}
+
+void CCLayerAnimationController::addAnimation(PassOwnPtr<CCActiveAnimation> animation)
+{
+    m_activeAnimations.append(animation);
+}
+
+CCActiveAnimation* CCLayerAnimationController::getActiveAnimation(int groupId, CCActiveAnimation::TargetProperty targetProperty) const
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i)
+        if (m_activeAnimations[i]->group() == groupId && m_activeAnimations[i]->targetProperty() == targetProperty)
+            return m_activeAnimations[i].get();
+    return 0;
+}
+
+CCActiveAnimation* CCLayerAnimationController::getActiveAnimation(CCActiveAnimation::TargetProperty targetProperty) const
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        size_t index = m_activeAnimations.size() - i - 1;
+        if (m_activeAnimations[index]->targetProperty() == targetProperty)
+            return m_activeAnimations[index].get();
+    }
+    return 0;
+}
+
+bool CCLayerAnimationController::hasActiveAnimation() const
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (!m_activeAnimations[i]->isFinished())
+            return true;
+    }
+    return false;
+}
+
+bool CCLayerAnimationController::isAnimatingProperty(CCActiveAnimation::TargetProperty targetProperty) const
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() != CCActiveAnimation::Finished && m_activeAnimations[i]->runState() != CCActiveAnimation::Aborted && m_activeAnimations[i]->targetProperty() == targetProperty)
+            return true;
+    }
+    return false;
+}
+
+void CCLayerAnimationController::notifyAnimationStarted(const CCAnimationEvent& event)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->group() == event.groupId && m_activeAnimations[i]->targetProperty() == event.targetProperty && m_activeAnimations[i]->needsSynchronizedStartTime()) {
+            m_activeAnimations[i]->setNeedsSynchronizedStartTime(false);
+            m_activeAnimations[i]->setStartTime(event.monotonicTime);
+            return;
+        }
+    }
+}
+
+void CCLayerAnimationController::setClient(CCLayerAnimationControllerClient* client)
+{
+    m_client = client;
+}
+
+void CCLayerAnimationController::pushNewAnimationsToImplThread(CCLayerAnimationController* controllerImpl) const
+{
+    // Any new animations owned by the main thread's controller are cloned and adde to the impl thread's controller.
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        // If the animation is already running on the impl thread, there is no need to copy it over.
+        if (controllerImpl->getActiveAnimation(m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty()))
+            continue;
+
+        // If the animation is not running on the impl thread, it does not necessarily mean that it needs
+        // to be copied over and started; it may have already finished. In this case, the impl thread animation
+        // will have already notified that it has started and the main thread animation will no longer need
+        // a synchronized start time.
+        if (!m_activeAnimations[i]->needsSynchronizedStartTime())
+            continue;
+
+        // The new animation should be set to run as soon as possible.
+        CCActiveAnimation::RunState initialRunState = CCActiveAnimation::WaitingForTargetAvailability;
+        double startTime = 0;
+        OwnPtr<CCActiveAnimation> toAdd(m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime));
+        ASSERT(!toAdd->needsSynchronizedStartTime());
+        controllerImpl->addAnimation(toAdd.release());
+    }
+}
+
+void CCLayerAnimationController::removeAnimationsCompletedOnMainThread(CCLayerAnimationController* controllerImpl) const
+{
+    // Delete all impl thread animations for which there is no corresponding main thread animation.
+    // Each iteration, controller->m_activeAnimations.size() is decremented or i is incremented
+    // guaranteeing progress towards loop termination.
+    for (size_t i = 0; i < controllerImpl->m_activeAnimations.size();) {
+        CCActiveAnimation* current = getActiveAnimation(controllerImpl->m_activeAnimations[i]->group(), controllerImpl->m_activeAnimations[i]->targetProperty());
+        if (!current)
+            controllerImpl->m_activeAnimations.remove(i);
+        else
+            i++;
+    }
+}
+
+void CCLayerAnimationController::pushPropertiesToImplThread(CCLayerAnimationController* controllerImpl) const
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        CCActiveAnimation* currentImpl = controllerImpl->getActiveAnimation(m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty());
+        if (currentImpl)
+            m_activeAnimations[i]->pushPropertiesTo(currentImpl);
+    }
+}
+
+void CCLayerAnimationController::startAnimationsWaitingForNextTick(double monotonicTime, CCAnimationEventsVector* events)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForNextTick) {
+            m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
+            if (!m_activeAnimations[i]->hasSetStartTime())
+                m_activeAnimations[i]->setStartTime(monotonicTime);
+            if (events)
+                events->append(CCAnimationEvent(CCAnimationEvent::Started, m_client->id(), m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty(), monotonicTime));
+        }
+    }
+}
+
+void CCLayerAnimationController::startAnimationsWaitingForStartTime(double monotonicTime, CCAnimationEventsVector* events)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForStartTime && m_activeAnimations[i]->startTime() <= monotonicTime) {
+            m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
+            if (events)
+                events->append(CCAnimationEvent(CCAnimationEvent::Started, m_client->id(), m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty(), monotonicTime));
+        }
+    }
+}
+
+void CCLayerAnimationController::startAnimationsWaitingForTargetAvailability(double monotonicTime, CCAnimationEventsVector* events)
+{
+    // First collect running properties.
+    TargetProperties blockedProperties;
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::Running || m_activeAnimations[i]->runState() == CCActiveAnimation::Finished)
+            blockedProperties.add(m_activeAnimations[i]->targetProperty());
+    }
+
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForTargetAvailability) {
+            // Collect all properties for animations with the same group id (they should all also be in the list of animations).
+            TargetProperties enqueuedProperties;
+            enqueuedProperties.add(m_activeAnimations[i]->targetProperty());
+            for (size_t j = i + 1; j < m_activeAnimations.size(); ++j) {
+                if (m_activeAnimations[i]->group() == m_activeAnimations[j]->group())
+                    enqueuedProperties.add(m_activeAnimations[j]->targetProperty());
+            }
+
+            // Check to see if intersection of the list of properties affected by the group and the list of currently
+            // blocked properties is null. In any case, the group's target properties need to be added to the list
+            // of blocked properties.
+            bool nullIntersection = true;
+            for (TargetProperties::iterator pIter = enqueuedProperties.begin(); pIter != enqueuedProperties.end(); ++pIter) {
+                if (!blockedProperties.add(*pIter).isNewEntry)
+                    nullIntersection = false;
+            }
+
+            // If the intersection is null, then we are free to start the animations in the group.
+            if (nullIntersection) {
+                m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
+                if (!m_activeAnimations[i]->hasSetStartTime())
+                    m_activeAnimations[i]->setStartTime(monotonicTime);
+                if (events)
+                    events->append(CCAnimationEvent(CCAnimationEvent::Started, m_client->id(), m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty(), monotonicTime));
+                for (size_t j = i + 1; j < m_activeAnimations.size(); ++j) {
+                    if (m_activeAnimations[i]->group() == m_activeAnimations[j]->group()) {
+                        m_activeAnimations[j]->setRunState(CCActiveAnimation::Running, monotonicTime);
+                        if (!m_activeAnimations[j]->hasSetStartTime())
+                            m_activeAnimations[j]->setStartTime(monotonicTime);
+                    }
+                }
+            }
+        }
+    }
+}
+
+void CCLayerAnimationController::resolveConflicts(double monotonicTime)
+{
+    // Find any animations that are animating the same property and resolve the
+    // confict. We could eventually blend, but for now we'll just abort the
+    // previous animation (where 'previous' means: (1) has a prior start time or
+    // (2) has an equal start time, but was added to the queue earlier, i.e.,
+    // has a lower index in m_activeAnimations).
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::Running) {
+            for (size_t j = i + 1; j < m_activeAnimations.size(); ++j) {
+                if (m_activeAnimations[j]->runState() == CCActiveAnimation::Running && m_activeAnimations[i]->targetProperty() == m_activeAnimations[j]->targetProperty()) {
+                    if (m_activeAnimations[i]->startTime() > m_activeAnimations[j]->startTime())
+                        m_activeAnimations[j]->setRunState(CCActiveAnimation::Aborted, monotonicTime);
+                    else
+                        m_activeAnimations[i]->setRunState(CCActiveAnimation::Aborted, monotonicTime);
+                }
+            }
+        }
+    }
+}
+
+void CCLayerAnimationController::markAnimationsForDeletion(double monotonicTime, CCAnimationEventsVector* events)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); i++) {
+        int groupId = m_activeAnimations[i]->group();
+        bool allAnimsWithSameIdAreFinished = false;
+        // If an animation is finished, and not already marked for deletion,
+        // Find out if all other animations in the same group are also finished.
+        if (m_activeAnimations[i]->isFinished()) {
+            allAnimsWithSameIdAreFinished = true;
+            for (size_t j = 0; j < m_activeAnimations.size(); ++j) {
+                if (groupId == m_activeAnimations[j]->group() && !m_activeAnimations[j]->isFinished()) {
+                    allAnimsWithSameIdAreFinished = false;
+                    break;
+                }
+            }
+        }
+        if (allAnimsWithSameIdAreFinished) {
+            // We now need to remove all animations with the same group id as groupId
+            // (and send along animation finished notifications, if necessary).
+            for (size_t j = i; j < m_activeAnimations.size(); j++) {
+                if (groupId == m_activeAnimations[j]->group()) {
+                    if (events)
+                        events->append(CCAnimationEvent(CCAnimationEvent::Finished, m_client->id(), m_activeAnimations[j]->group(), m_activeAnimations[j]->targetProperty(), monotonicTime));
+                    m_activeAnimations[j]->setRunState(CCActiveAnimation::WaitingForDeletion, monotonicTime);
+                }
+            }
+        }
+    }
+}
+
+void CCLayerAnimationController::purgeAnimationsMarkedForDeletion()
+{
+    for (size_t i = 0; i < m_activeAnimations.size();) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForDeletion)
+            m_activeAnimations.remove(i);
+        else
+            i++;
+    }
+}
+
+void CCLayerAnimationController::replaceImplThreadAnimations(CCLayerAnimationController* controllerImpl) const
+{
+    controllerImpl->m_activeAnimations.clear();
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        OwnPtr<CCActiveAnimation> toAdd;
+        if (m_activeAnimations[i]->needsSynchronizedStartTime()) {
+            // We haven't received an animation started notification yet, so it
+            // is important that we add it in a 'waiting' and not 'running' state.
+            CCActiveAnimation::RunState initialRunState = CCActiveAnimation::WaitingForTargetAvailability;
+            double startTime = 0;
+            toAdd = m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime);
+        } else
+            toAdd = m_activeAnimations[i]->clone(CCActiveAnimation::ControllingInstance);
+
+        controllerImpl->addAnimation(toAdd.release());
+    }
+}
+
+void CCLayerAnimationController::tickAnimations(double monotonicTime)
+{
+    for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
+        if (m_activeAnimations[i]->runState() == CCActiveAnimation::Running || m_activeAnimations[i]->runState() == CCActiveAnimation::Paused) {
+            double trimmed = m_activeAnimations[i]->trimTimeToCurrentIteration(monotonicTime);
+
+            // Animation assumes its initial value until it gets the synchronized start time
+            // from the impl thread and can start ticking.
+            if (m_activeAnimations[i]->needsSynchronizedStartTime())
+                trimmed = 0;
+
+            switch (m_activeAnimations[i]->targetProperty()) {
+
+            case CCActiveAnimation::Transform: {
+                const CCTransformAnimationCurve* transformAnimationCurve = m_activeAnimations[i]->curve()->toTransformAnimationCurve();
+                const WebTransformationMatrix matrix = transformAnimationCurve->getValue(trimmed);
+                if (m_activeAnimations[i]->isFinishedAt(monotonicTime))
+                    m_activeAnimations[i]->setRunState(CCActiveAnimation::Finished, monotonicTime);
+
+                m_client->setTransformFromAnimation(matrix);
+                break;
+            }
+
+            case CCActiveAnimation::Opacity: {
+                const CCFloatAnimationCurve* floatAnimationCurve = m_activeAnimations[i]->curve()->toFloatAnimationCurve();
+                const float opacity = floatAnimationCurve->getValue(trimmed);
+                if (m_activeAnimations[i]->isFinishedAt(monotonicTime))
+                    m_activeAnimations[i]->setRunState(CCActiveAnimation::Finished, monotonicTime);
+
+                m_client->setOpacityFromAnimation(opacity);
+                break;
+            }
+
+            // Do nothing for sentinel value.
+            case CCActiveAnimation::TargetPropertyEnumSize:
+                ASSERT_NOT_REACHED();
+
+            }
+        }
+    }
+}
+
+} // namespace WebCore