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authorwolfbeast <mcwerewolf@gmail.com>2018-05-15 14:06:42 +0200
committerwolfbeast <mcwerewolf@gmail.com>2018-05-15 14:06:42 +0200
commita44c11577adc650d0bb97cba801752d04ec55a53 (patch)
tree4547a45ae09623627d3ffbebac932842f169fc01
parent20324ef5ae58e1e0d420ef596735eea47a56e6b7 (diff)
downloaduxp-a44c11577adc650d0bb97cba801752d04ec55a53.tar.gz
Use a temporary in Animation::Tick()
-rw-r--r--dom/animation/Animation.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/dom/animation/Animation.cpp b/dom/animation/Animation.cpp
index bd318f79e3..f4d29376c4 100644
--- a/dom/animation/Animation.cpp
+++ b/dom/animation/Animation.cpp
@@ -589,8 +589,10 @@ Animation::Tick()
// during the *previous* tick of the refresh driver, it can still be
// ahead of the *current* timeline time when we are using the
// vsync timer so we need to clamp it to the timeline time.
- mPendingReadyTime.SetValue(std::min(mTimeline->GetCurrentTime().Value(),
- mPendingReadyTime.Value()));
+ TimeDuration currentTime = mTimeline->GetCurrentTime().Value();
+ if (currentTime < mPendingReadyTime.Value()) {
+ mPendingReadyTime.SetValue(currentTime);
+ }
FinishPendingAt(mPendingReadyTime.Value());
mPendingReadyTime.SetNull();
}