forked from mozilla/gecko-dev
-
Notifications
You must be signed in to change notification settings - Fork 1
/
FrameAnimator.cpp
519 lines (434 loc) · 19.9 KB
/
FrameAnimator.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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/. */
#include "FrameAnimator.h"
#include <utility>
#include "LookupResult.h"
#include "RasterImage.h"
#include "imgIContainer.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/ProfilerLabels.h"
#include "mozilla/StaticPrefs_image.h"
namespace mozilla {
using namespace gfx;
namespace image {
///////////////////////////////////////////////////////////////////////////////
// AnimationState implementation.
///////////////////////////////////////////////////////////////////////////////
const gfx::IntRect AnimationState::UpdateState(
RasterImage* aImage, const gfx::IntSize& aSize,
bool aAllowInvalidation /* = true */) {
LookupResult result = SurfaceCache::Lookup(
ImageKey(aImage),
RasterSurfaceKey(aSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
/* aMarkUsed = */ false);
return UpdateStateInternal(result, aSize, aAllowInvalidation);
}
const gfx::IntRect AnimationState::UpdateStateInternal(
LookupResult& aResult, const gfx::IntSize& aSize,
bool aAllowInvalidation /* = true */) {
// Update mDiscarded and mIsCurrentlyDecoded.
if (aResult.Type() == MatchType::NOT_FOUND) {
// no frames, we've either been discarded, or never been decoded before.
mDiscarded = mHasBeenDecoded;
mIsCurrentlyDecoded = false;
} else if (aResult.Type() == MatchType::PENDING) {
// no frames yet, but a decoder is or will be working on it.
mDiscarded = false;
mIsCurrentlyDecoded = false;
mHasRequestedDecode = true;
} else {
MOZ_ASSERT(aResult.Type() == MatchType::EXACT);
mDiscarded = false;
mHasRequestedDecode = true;
// If we can seek to the current animation frame we consider it decoded.
// Animated images are never fully decoded unless very short.
// Note that we use GetFrame instead of Seek here. The difference is that
// Seek eventually calls AnimationFrameBuffer::Get with aForDisplay == true,
// whereas GetFrame calls AnimationFrameBuffer::Get with aForDisplay ==
// false. The aForDisplay can change whether those functions succeed or not
// (only for the first frame). Since this is not for display we want to pass
// aForDisplay == false, but also for consistency with
// RequestRefresh/AdvanceFrame, because we want our state to be in sync with
// those functions. The user of Seek (GetCompositedFrame) doesn't need to be
// in sync with our state.
RefPtr<imgFrame> currentFrame =
bool(aResult.Surface())
? aResult.Surface().GetFrame(mCurrentAnimationFrameIndex)
: nullptr;
mIsCurrentlyDecoded = !!currentFrame;
}
gfx::IntRect ret;
if (aAllowInvalidation) {
// Update the value of mCompositedFrameInvalid.
if (mIsCurrentlyDecoded) {
// It is safe to clear mCompositedFrameInvalid safe to do for images that
// are fully decoded but aren't finished animating because before we paint
// the refresh driver will call into us to advance to the correct frame,
// and that will succeed because we have all the frames.
if (mCompositedFrameInvalid) {
// Invalidate if we are marking the composited frame valid.
ret.SizeTo(aSize);
}
mCompositedFrameInvalid = false;
} else {
if (mHasRequestedDecode) {
MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
mCompositedFrameInvalid = true;
}
}
// Otherwise don't change the value of mCompositedFrameInvalid, it will be
// updated by RequestRefresh.
}
return ret;
}
void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded = true; }
void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; }
void AnimationState::SetAnimationMode(uint16_t aAnimationMode) {
mAnimationMode = aAnimationMode;
}
void AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount) {
if (aFrameCount <= mFrameCount) {
// Nothing to do. Since we can redecode animated images, we may see the same
// sequence of updates replayed again, so seeing a smaller frame count than
// what we already know about doesn't indicate an error.
return;
}
MOZ_ASSERT(!mHasBeenDecoded, "Adding new frames after decoding is finished?");
MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?");
mFrameCount = aFrameCount;
}
Maybe<uint32_t> AnimationState::FrameCount() const {
return mHasBeenDecoded ? Some(mFrameCount) : Nothing();
}
void AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea) {
mFirstFrameRefreshArea = aRefreshArea;
}
void AnimationState::InitAnimationFrameTimeIfNecessary() {
if (mCurrentAnimationFrameTime.IsNull()) {
mCurrentAnimationFrameTime = TimeStamp::Now();
}
}
void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) {
mCurrentAnimationFrameTime = aTime;
}
bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime) {
if (!StaticPrefs::image_animated_resume_from_last_displayed() ||
mCurrentAnimationFrameTime >= aTime) {
return false;
}
// We are configured to stop an animation when it is out of view, and restart
// it from the same point when it comes back into view. The same applies if it
// was discarded while out of view.
mCurrentAnimationFrameTime = aTime;
return true;
}
uint32_t AnimationState::GetCurrentAnimationFrameIndex() const {
return mCurrentAnimationFrameIndex;
}
FrameTimeout AnimationState::LoopLength() const {
// If we don't know the loop length yet, we have to treat it as infinite.
if (!mLoopLength) {
return FrameTimeout::Forever();
}
MOZ_ASSERT(mHasBeenDecoded,
"We know the loop length but decoding isn't done?");
// If we're not looping, a single loop time has no meaning.
if (mAnimationMode != imgIContainer::kNormalAnimMode) {
return FrameTimeout::Forever();
}
return *mLoopLength;
}
///////////////////////////////////////////////////////////////////////////////
// FrameAnimator implementation.
///////////////////////////////////////////////////////////////////////////////
TimeStamp FrameAnimator::GetCurrentImgFrameEndTime(
AnimationState& aState, FrameTimeout aCurrentTimeout) const {
if (aCurrentTimeout == FrameTimeout::Forever()) {
// We need to return a sentinel value in this case, because our logic
// doesn't work correctly if we have an infinitely long timeout. We use one
// year in the future as the sentinel because it works with the loop in
// RequestRefresh() below.
// XXX(seth): It'd be preferable to make our logic work correctly with
// infinitely long timeouts.
return TimeStamp::NowLoRes() + TimeDuration::FromMilliseconds(31536000.0);
}
TimeDuration durationOfTimeout =
TimeDuration::FromMilliseconds(double(aCurrentTimeout.AsMilliseconds()));
return aState.mCurrentAnimationFrameTime + durationOfTimeout;
}
RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState,
DrawableSurface& aFrames,
RefPtr<imgFrame>& aCurrentFrame,
TimeStamp aTime) {
AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS);
RefreshResult ret;
// Determine what the next frame is, taking into account looping.
uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex;
uint32_t nextFrameIndex = currentFrameIndex + 1;
// Check if we're at the end of the loop. (FrameCount() returns Nothing() if
// we don't know the total count yet.)
if (aState.FrameCount() == Some(nextFrameIndex)) {
// If we are not looping forever, initialize the loop counter
if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) {
aState.mLoopRemainingCount = aState.LoopCount();
}
// If animation mode is "loop once", or we're at end of loop counter,
// it's time to stop animating.
if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
aState.mLoopRemainingCount == 0) {
ret.mAnimationFinished = true;
}
nextFrameIndex = 0;
if (aState.mLoopRemainingCount > 0) {
aState.mLoopRemainingCount--;
}
// If we're done, exit early.
if (ret.mAnimationFinished) {
return ret;
}
}
if (nextFrameIndex >= aState.KnownFrameCount()) {
// We've already advanced to the last decoded frame, nothing more we can do.
// We're blocked by network/decoding from displaying the animation at the
// rate specified, so that means the frame we are displaying (the latest
// available) is the frame we want to be displaying at this time. So we
// update the current animation time. If we didn't update the current
// animation time then it could lag behind, which would indicate that we are
// behind in the animation and should try to catch up. When we are done
// decoding (and thus can loop around back to the start of the animation) we
// would then jump to a random point in the animation to try to catch up.
// But we were never behind in the animation.
aState.mCurrentAnimationFrameTime = aTime;
return ret;
}
// There can be frames in the surface cache with index >= KnownFrameCount()
// which GetRawFrame() can access because an async decoder has decoded them,
// but which AnimationState doesn't know about yet because we haven't received
// the appropriate notification on the main thread. Make sure we stay in sync
// with AnimationState.
MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount());
RefPtr<imgFrame> nextFrame = aFrames.GetFrame(nextFrameIndex);
// We should always check to see if we have the next frame even if we have
// previously finished decoding. If we needed to redecode (e.g. due to a draw
// failure) we would have discarded all the old frames and may not yet have
// the new ones. DrawableSurface::RawAccessRef promises to only return
// finished frames.
if (!nextFrame) {
// Uh oh, the frame we want to show is currently being decoded (partial).
// Similar to the above case, we could be blocked by network or decoding,
// and so we should advance our current time rather than risk jumping
// through the animation. We will wait until the next refresh driver tick
// and try again.
aState.mCurrentAnimationFrameTime = aTime;
return ret;
}
if (nextFrame->GetTimeout() == FrameTimeout::Forever()) {
ret.mAnimationFinished = true;
}
if (nextFrameIndex == 0) {
ret.mDirtyRect = aState.FirstFrameRefreshArea();
} else {
ret.mDirtyRect = nextFrame->GetDirtyRect();
}
aState.mCurrentAnimationFrameTime =
GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
// If we can get closer to the current time by a multiple of the image's loop
// time, we should. We can only do this if we're done decoding; otherwise, we
// don't know the full loop length, and LoopLength() will have to return
// FrameTimeout::Forever(). We also skip this for images with a finite loop
// count if we have initialized mLoopRemainingCount (it only gets initialized
// after one full loop).
FrameTimeout loopTime = aState.LoopLength();
if (loopTime != FrameTimeout::Forever() &&
(aState.LoopCount() < 0 || aState.mLoopRemainingCount >= 0)) {
TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime;
if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) {
// Explicitly use integer division to get the floor of the number of
// loops.
uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) /
loopTime.AsMilliseconds();
// If we have a finite loop count limit the number of loops we advance.
if (aState.mLoopRemainingCount >= 0) {
MOZ_ASSERT(aState.LoopCount() >= 0);
loops =
std::min(loops, CheckedUint64(aState.mLoopRemainingCount).value());
}
aState.mCurrentAnimationFrameTime +=
TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds());
if (aState.mLoopRemainingCount >= 0) {
MOZ_ASSERT(loops <= CheckedUint64(aState.mLoopRemainingCount).value());
aState.mLoopRemainingCount -= CheckedInt32(loops).value();
}
}
}
// Set currentAnimationFrameIndex at the last possible moment
aState.mCurrentAnimationFrameIndex = nextFrameIndex;
aCurrentFrame = std::move(nextFrame);
aFrames.Advance(nextFrameIndex);
// If we're here, we successfully advanced the frame.
ret.mFrameAdvanced = true;
return ret;
}
void FrameAnimator::ResetAnimation(AnimationState& aState) {
aState.ResetAnimation();
// Our surface provider is synchronized to our state, so we need to reset its
// state as well, if we still have one.
SurfaceCache::ResetAnimation(
ImageKey(mImage),
RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated));
// Calling Reset on the surface of the animation can cause discarding surface
// providers to throw out all their frames so refresh our state.
OrientedIntRect rect =
OrientedIntRect::FromUnknownRect(aState.UpdateState(mImage, mSize));
if (!rect.IsEmpty()) {
nsCOMPtr<nsIEventTarget> eventTarget = do_GetMainThread();
RefPtr<RasterImage> image = mImage;
nsCOMPtr<nsIRunnable> ev = NS_NewRunnableFunction(
"FrameAnimator::ResetAnimation",
[=]() -> void { image->NotifyProgress(NoProgress, rect); });
eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL);
}
}
RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState,
const TimeStamp& aTime) {
// By default, an empty RefreshResult.
RefreshResult ret;
if (aState.IsDiscarded()) {
aState.MaybeAdvanceAnimationFrameTime(aTime);
return ret;
}
// Get the animation frames once now, and pass them down to callees because
// the surface could be discarded at anytime on a different thread. This is
// must easier to reason about then trying to write code that is safe to
// having the surface disappear at anytime.
LookupResult result = SurfaceCache::Lookup(
ImageKey(mImage),
RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
/* aMarkUsed = */ true);
ret.mDirtyRect = aState.UpdateStateInternal(result, mSize);
if (aState.IsDiscarded() || !result) {
aState.MaybeAdvanceAnimationFrameTime(aTime);
return ret;
}
RefPtr<imgFrame> currentFrame =
result.Surface().GetFrame(aState.mCurrentAnimationFrameIndex);
// only advance the frame if the current time is greater than or
// equal to the current frame's end time.
if (!currentFrame) {
MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
MOZ_ASSERT(aState.GetHasRequestedDecode() &&
!aState.GetIsCurrentlyDecoded());
MOZ_ASSERT(aState.mCompositedFrameInvalid);
// Nothing we can do but wait for our previous current frame to be decoded
// again so we can determine what to do next.
aState.MaybeAdvanceAnimationFrameTime(aTime);
return ret;
}
TimeStamp currentFrameEndTime =
GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
// If nothing has accessed the composited frame since the last time we
// advanced, then there is no point in continuing to advance the animation.
// This has the effect of freezing the animation while not in view.
if (!result.Surface().MayAdvance() &&
aState.MaybeAdvanceAnimationFrameTime(aTime)) {
return ret;
}
while (currentFrameEndTime <= aTime) {
TimeStamp oldFrameEndTime = currentFrameEndTime;
RefreshResult frameRes =
AdvanceFrame(aState, result.Surface(), currentFrame, aTime);
// Accumulate our result for returning to callers.
ret.Accumulate(frameRes);
// currentFrame was updated by AdvanceFrame so it is still current.
currentFrameEndTime =
GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
// If we didn't advance a frame, and our frame end time didn't change,
// then we need to break out of this loop & wait for the frame(s)
// to finish downloading.
if (!frameRes.mFrameAdvanced && currentFrameEndTime == oldFrameEndTime) {
break;
}
}
// We should only mark the composited frame as valid and reset the dirty rect
// if we advanced (meaning the next frame was actually produced somehow), the
// composited frame was previously invalid (so we may need to repaint
// everything) and either the frame index is valid (to know we were doing
// blending on the main thread, instead of on the decoder threads in advance),
// or the current frame is a full frame (blends off the main thread).
//
// If for some reason we forget to reset aState.mCompositedFrameInvalid, then
// GetCompositedFrame will fail, even if we have all the data available for
// display.
if (currentFrameEndTime > aTime && aState.mCompositedFrameInvalid) {
aState.mCompositedFrameInvalid = false;
ret.mDirtyRect = IntRect(IntPoint(0, 0), mSize);
}
MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid);
return ret;
}
LookupResult FrameAnimator::GetCompositedFrame(AnimationState& aState,
bool aMarkUsed) {
LookupResult result = SurfaceCache::Lookup(
ImageKey(mImage),
RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
aMarkUsed);
if (result) {
// If we are getting the frame directly (e.g. through tests or canvas), we
// need to ensure the animation is marked to allow advancing to the next
// frame.
result.Surface().MarkMayAdvance();
}
if (aState.mCompositedFrameInvalid) {
MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
MOZ_ASSERT(aState.GetHasRequestedDecode());
MOZ_ASSERT(!aState.GetIsCurrentlyDecoded());
if (result.Type() == MatchType::EXACT) {
// If our composited frame is marked as invalid but our frames are in the
// surface cache we might just have not updated our internal state yet.
// This can happen if the image is not in a document so that
// RequestRefresh is not getting called to advance the frame.
// RequestRefresh would result in our composited frame getting marked as
// valid either at the end of RequestRefresh when we are able to advance
// to the current time or if advancing frames eventually causes us to
// decode all of the frames of the image resulting in DecodeComplete
// getting called which calls UpdateState. The reason we care about this
// is that img.decode promises won't resolve until GetCompositedFrame
// returns a frame.
OrientedIntRect rect = OrientedIntRect::FromUnknownRect(
aState.UpdateStateInternal(result, mSize));
if (!rect.IsEmpty()) {
nsCOMPtr<nsIEventTarget> eventTarget = do_GetMainThread();
RefPtr<RasterImage> image = mImage;
nsCOMPtr<nsIRunnable> ev = NS_NewRunnableFunction(
"FrameAnimator::GetCompositedFrame",
[=]() -> void { image->NotifyProgress(NoProgress, rect); });
eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL);
}
}
// If it's still invalid we have to return.
if (aState.mCompositedFrameInvalid) {
if (result.Type() == MatchType::NOT_FOUND) {
return result;
}
return LookupResult(MatchType::PENDING);
}
}
// Otherwise return the raw frame. DoBlend is required to ensure that we only
// hit this case if the frame is not paletted and doesn't require compositing.
if (!result) {
return result;
}
// Seek to the appropriate frame. If seeking fails, it means that we couldn't
// get the frame we're looking for; treat this as if the lookup failed.
if (NS_FAILED(result.Surface().Seek(aState.mCurrentAnimationFrameIndex))) {
if (result.Type() == MatchType::NOT_FOUND) {
return result;
}
return LookupResult(MatchType::PENDING);
}
return result;
}
} // namespace image
} // namespace mozilla