Bug 899861 - Animated gifs should not wait to play until fully downloaded. This is a partial backout of 717872 with the intent to re-enable using the separate FrameAnimator class. Hide the new approach behind #define USE_FRAME_ANIMATOR for now. r=bgirard

This commit is contained in:
Milan Sreckovic 2013-08-13 18:30:28 -04:00
Родитель 99b595ed0e
Коммит ff8052e6e1
2 изменённых файлов: 353 добавлений и 2 удалений

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@ -387,6 +387,9 @@ RasterImage::RasterImage(imgStatusTracker* aStatusTracker,
mFrameDecodeFlags(DECODE_FLAGS_DEFAULT),
mMultipartDecodedFrame(nullptr),
mAnim(nullptr),
#ifndef USE_FRAME_ANIMATOR
mLoopCount(-1),
#endif
mLockCount(0),
mDecodeCount(0),
#ifdef DEBUG
@ -524,6 +527,137 @@ RasterImage::Init(const char* aMimeType,
return NS_OK;
}
#ifndef USE_FRAME_ANIMATOR
uint32_t
RasterImage::GetSingleLoopTime() const
{
if (!mAnim) {
return 0;
}
// If we aren't done decoding, we don't know the image's full play time.
if (!mHasBeenDecoded) {
return 0;
}
// If we're not looping, a single loop time has no meaning
if (mLoopCount == 0) {
return 0;
}
uint32_t looptime = 0;
for (uint32_t i = 0; i < GetNumFrames(); ++i) {
int32_t timeout = mFrameBlender.RawGetFrame(i)->GetTimeout();
if (timeout > 0) {
looptime += static_cast<uint32_t>(timeout);
} else {
// If we have a frame that never times out, we're probably in an error
// case, but let's handle it more gracefully.
NS_WARNING("Negative frame timeout - how did this happen?");
return 0;
}
}
return looptime;
}
bool
RasterImage::AdvanceFrame(TimeStamp aTime, nsIntRect* aDirtyRect)
{
NS_ASSERTION(aTime <= TimeStamp::Now(),
"Given time appears to be in the future");
uint32_t currentFrameIndex = mAnim->currentAnimationFrameIndex;
uint32_t nextFrameIndex = mAnim->currentAnimationFrameIndex + 1;
uint32_t timeout = 0;
// Figure out if we have the next full frame. This is more complicated than
// just checking GetNumFrames() because decoders append their frames
// before they're filled in.
NS_ABORT_IF_FALSE(mDecoder || nextFrameIndex <= GetNumFrames(),
"How did we get 2 indices too far by incrementing?");
// If we don't have a decoder, we know we've got everything we're going to
// get. If we do, we only display fully-downloaded frames; everything else
// gets delayed.
bool haveFullNextFrame = (mMultipart && mBytesDecoded == 0) || !mDecoder ||
nextFrameIndex < mDecoder->GetCompleteFrameCount();
// If we're done decoding the next frame, go ahead and display it now and
// reinit with the next frame's delay time.
if (haveFullNextFrame) {
if (GetNumFrames() == nextFrameIndex) {
// End of Animation, unless we are looping forever
// If animation mode is "loop once", it's time to stop animating
if (mAnimationMode == kLoopOnceAnimMode || mLoopCount == 0) {
mAnimationFinished = true;
EvaluateAnimation();
}
nextFrameIndex = 0;
if (mLoopCount > 0) {
mLoopCount--;
}
if (!mAnimating) {
// break out early if we are actually done animating
return false;
}
}
timeout = mFrameBlender.GetFrame(nextFrameIndex)->GetTimeout();
} else {
// Uh oh, the frame we want to show is currently being decoded (partial)
// Wait until the next refresh driver tick and try again
return false;
}
if (!(timeout > 0)) {
mAnimationFinished = true;
EvaluateAnimation();
}
if (nextFrameIndex == 0) {
*aDirtyRect = mAnim->firstFrameRefreshArea;
} else {
// Change frame
if (!mFrameBlender.DoBlend(aDirtyRect, currentFrameIndex, nextFrameIndex)) {
// something went wrong, move on to next
NS_WARNING("RasterImage::AdvanceFrame(): Compositing of frame failed");
mFrameBlender.RawGetFrame(nextFrameIndex)->SetCompositingFailed(true);
mAnim->currentAnimationFrameTime = GetCurrentImgFrameEndTime();
mAnim->currentAnimationFrameIndex = nextFrameIndex;
return false;
}
mFrameBlender.RawGetFrame(nextFrameIndex)->SetCompositingFailed(false);
}
mAnim->currentAnimationFrameTime = GetCurrentImgFrameEndTime();
// If we can get closer to the current time by a multiple of the image's loop
// time, we should.
uint32_t loopTime = GetSingleLoopTime();
if (loopTime > 0) {
TimeDuration delay = aTime - mAnim->currentAnimationFrameTime;
if (delay.ToMilliseconds() > loopTime) {
// Explicitly use integer division to get the floor of the number of
// loops.
uint32_t loops = static_cast<uint32_t>(delay.ToMilliseconds()) / loopTime;
mAnim->currentAnimationFrameTime += TimeDuration::FromMilliseconds(loops * loopTime);
}
}
// Set currentAnimationFrameIndex at the last possible moment
mAnim->currentAnimationFrameIndex = nextFrameIndex;
return true;
}
#endif
//******************************************************************************
// [notxpcom] void requestRefresh ([const] in TimeStamp aTime);
NS_IMETHODIMP_(void)
@ -535,12 +669,45 @@ RasterImage::RequestRefresh(const mozilla::TimeStamp& aTime)
EvaluateAnimation();
#ifdef USE_FRAME_ANIMATOR
FrameAnimator::RefreshResult res;
if (mAnim) {
res = mAnim->RequestRefresh(aTime);
}
#else
// only advance the frame if the current time is greater than or
// equal to the current frame's end time.
TimeStamp currentFrameEndTime = GetCurrentImgFrameEndTime();
bool frameAdvanced = false;
// The dirtyRect variable will contain an accumulation of the sub-rectangles
// that are dirty for each frame we advance in AdvanceFrame().
nsIntRect dirtyRect;
while (currentFrameEndTime <= aTime) {
TimeStamp oldFrameEndTime = currentFrameEndTime;
nsIntRect frameDirtyRect;
bool didAdvance = AdvanceFrame(aTime, &frameDirtyRect);
frameAdvanced = frameAdvanced || didAdvance;
currentFrameEndTime = GetCurrentImgFrameEndTime();
// Accumulate the dirty area.
dirtyRect = dirtyRect.Union(frameDirtyRect);
// 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 (!didAdvance && (currentFrameEndTime == oldFrameEndTime)) {
break;
}
}
#endif
#ifdef USE_FRAME_ANIMATOR
if (res.frameAdvanced) {
#else
if (frameAdvanced) {
#endif
// Notify listeners that our frame has actually changed, but do this only
// once for all frames that we've now passed (if AdvanceFrame() was called
// more than once).
@ -552,14 +719,22 @@ RasterImage::RequestRefresh(const mozilla::TimeStamp& aTime)
// Explicitly call this on mStatusTracker so we're sure to not interfere
// with the decoding process
if (mStatusTracker)
#ifdef USE_FRAME_ANIMATOR
if (mStatusTracker) {
mStatusTracker->FrameChanged(&res.dirtyRect);
}
}
if (res.animationFinished) {
mAnimationFinished = true;
EvaluateAnimation();
}
#else
if (mStatusTracker) {
mStatusTracker->FrameChanged(&dirtyRect);
}
}
#endif
}
//******************************************************************************
@ -687,12 +862,42 @@ RasterImage::GetDrawableImgFrame(uint32_t framenum)
uint32_t
RasterImage::GetCurrentImgFrameIndex() const
{
if (mAnim)
if (mAnim) {
#ifdef USE_FRAME_ANIMATOR
return mAnim->GetCurrentAnimationFrameIndex();
#else
return mAnim->currentAnimationFrameIndex;
#endif
}
return 0;
}
#ifndef USE_FRAME_ANIMATOR
TimeStamp
RasterImage::GetCurrentImgFrameEndTime() const
{
imgFrame* currentFrame = mFrameBlender.RawGetFrame(mAnim->currentAnimationFrameIndex);
TimeStamp currentFrameTime = mAnim->currentAnimationFrameTime;
int64_t timeout = currentFrame->GetTimeout();
if (timeout < 0) {
// We need to return a sentinel value in this case, because our logic
// doesn't work correctly if we have a negative timeout value. The reason
// this positive infinity was chosen was because it works with the loop in
// RequestRefresh() above.
return TimeStamp() +
TimeDuration::FromMilliseconds(static_cast<double>(UINT64_MAX));
}
TimeDuration durationOfTimeout =
TimeDuration::FromMilliseconds(static_cast<double>(timeout));
TimeStamp currentFrameEndTime = currentFrameTime + durationOfTimeout;
return currentFrameEndTime;
}
#endif
imgFrame*
RasterImage::GetCurrentImgFrame()
{
@ -1062,6 +1267,7 @@ RasterImage::OutOfProcessSizeOfDecoded() const
NULL);
}
#ifdef USE_FRAME_ANIMATOR
void
RasterImage::EnsureAnimExists()
{
@ -1085,6 +1291,7 @@ RasterImage::EnsureAnimExists()
CurrentStatusTracker().RecordImageIsAnimated();
}
}
#endif
nsresult
RasterImage::InternalAddFrameHelper(uint32_t framenum, imgFrame *aFrame,
@ -1166,13 +1373,23 @@ RasterImage::InternalAddFrame(uint32_t framenum,
int32_t frameDisposalMethod = mFrameBlender.RawGetFrame(0)->GetFrameDisposalMethod();
if (frameDisposalMethod == FrameBlender::kDisposeClear ||
frameDisposalMethod == FrameBlender::kDisposeRestorePrevious)
#ifdef USE_FRAME_ANIMATOR
mAnim->SetFirstFrameRefreshArea(mFrameBlender.RawGetFrame(0)->GetRect());
#else
mAnim->firstFrameRefreshArea = mFrameBlender.RawGetFrame(0)->GetRect();
#endif
}
// Calculate firstFrameRefreshArea
// Some gifs are huge but only have a small area that they animate
// We only need to refresh that small area when Frame 0 comes around again
#ifdef USE_FRAME_ANIMATOR
mAnim->UnionFirstFrameRefreshArea(frame->GetRect());
#else
nsIntRect frameRect = frame->GetRect();
mAnim->firstFrameRefreshArea.UnionRect(mAnim->firstFrameRefreshArea,
frameRect);
#endif
rv = InternalAddFrameHelper(framenum, frame.forget(), imageData, imageLength,
paletteData, paletteLength, aRetFrame);
@ -1395,13 +1612,16 @@ RasterImage::DecodingComplete()
}
}
#ifdef USE_FRAME_ANIMATOR
if (mAnim) {
mAnim->SetDoneDecoding(true);
}
#endif
return NS_OK;
}
#ifdef USE_FRAME_ANIMATOR
NS_IMETHODIMP
RasterImage::SetAnimationMode(uint16_t aAnimationMode)
{
@ -1410,6 +1630,7 @@ RasterImage::SetAnimationMode(uint16_t aAnimationMode)
}
return SetAnimationModeInternal(aAnimationMode);
}
#endif
//******************************************************************************
/* void StartAnimation () */
@ -1432,7 +1653,13 @@ RasterImage::StartAnimation()
// We need to set the time that this initial frame was first displayed, as
// this is used in AdvanceFrame().
#ifdef USE_FRAME_ANIMATOR
mAnim->InitAnimationFrameTimeIfNecessary();
#else
if (mAnim->currentAnimationFrameTime.IsNull()) {
mAnim->currentAnimationFrameTime = TimeStamp::Now();
}
#endif
}
return NS_OK;
@ -1459,9 +1686,15 @@ RasterImage::ResetAnimation()
if (mError)
return NS_ERROR_FAILURE;
#ifdef USE_FRAME_ANIMATOR
if (mAnimationMode == kDontAnimMode ||
!mAnim || mAnim->GetCurrentAnimationFrameIndex() == 0)
return NS_OK;
#else
if (mAnimationMode == kDontAnimMode ||
!mAnim || mAnim->currentAnimationFrameIndex == 0)
return NS_OK;
#endif
mAnimationFinished = false;
@ -1469,10 +1702,14 @@ RasterImage::ResetAnimation()
StopAnimation();
mFrameBlender.ResetAnimation();
#ifdef USE_FRAME_ANIMATOR
if (mAnim) {
mAnim->ResetAnimation();
}
#else
mAnim->currentAnimationFrameIndex = 0;
#endif
UpdateImageContainer();
// Note - We probably want to kick off a redecode somewhere around here when
@ -1480,8 +1717,12 @@ RasterImage::ResetAnimation()
// Update display if we were animating before
if (mAnimating && mStatusTracker) {
#ifdef USE_FRAME_ANIMATOR
nsIntRect rect = mAnim->GetFirstFrameRefreshArea();
mStatusTracker->FrameChanged(&rect);
#else
mStatusTracker->FrameChanged(&(mAnim->firstFrameRefreshArea));
#endif
}
if (ShouldAnimate()) {
@ -1503,16 +1744,26 @@ RasterImage::SetAnimationStartTime(const mozilla::TimeStamp& aTime)
if (mError || mAnimating || !mAnim)
return;
#ifdef USE_FRAME_ANIMATOR
mAnim->SetAnimationFrameTime(aTime);
#else
mAnim->currentAnimationFrameTime = aTime;
#endif
}
NS_IMETHODIMP_(float)
RasterImage::GetFrameIndex(uint32_t aWhichFrame)
{
MOZ_ASSERT(aWhichFrame <= FRAME_MAX_VALUE, "Invalid argument");
#ifdef USE_FRAME_ANIMATOR
return (aWhichFrame == FRAME_FIRST || !mAnim)
? 0.0f
: mAnim->GetCurrentAnimationFrameIndex();
#else
return (aWhichFrame == FRAME_FIRST || !mAnim)
? 0.0f
: mAnim->currentAnimationFrameIndex;
#endif
}
void
@ -1521,9 +1772,17 @@ RasterImage::SetLoopCount(int32_t aLoopCount)
if (mError)
return;
#ifdef USE_FRAME_ANIMATOR
if (mAnim) {
mAnim->SetLoopCount(aLoopCount);
}
#else
// -1 infinite
// 0 no looping, one iteration
// 1 one loop, two iterations
// ...
mLoopCount = aLoopCount;
#endif
}
nsresult
@ -1795,9 +2054,11 @@ RasterImage::OnNewSourceData()
mWantFullDecode = true;
mDecodeRequest = nullptr;
#ifdef USE_FRAME_ANIMATOR
if (mAnim) {
mAnim->SetDoneDecoding(false);
}
#endif
// We always need the size first.
rv = InitDecoder(/* aDoSizeDecode = */ true);

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@ -41,6 +41,10 @@
#include "imgIContainerDebug.h"
#endif
// This will enable FrameAnimator approach to image animation. Before doing
// so, make sure bug 899861 symptoms are gone.
// #define USE_FRAME_ANIMATOR 1
class nsIInputStream;
class nsIThreadPool;
@ -321,6 +325,22 @@ private:
nsresult OnImageDataCompleteCore(nsIRequest* aRequest, nsISupports*, nsresult aStatus);
#ifndef USE_FRAME_ANIMATOR
struct Anim
{
//! Area of the first frame that needs to be redrawn on subsequent loops.
nsIntRect firstFrameRefreshArea;
uint32_t currentAnimationFrameIndex; // 0 to numFrames-1
// the time that the animation advanced to the current frame
TimeStamp currentAnimationFrameTime;
Anim() :
currentAnimationFrameIndex(0)
{}
};
#endif
/**
* Each RasterImage has a pointer to one or zero heap-allocated
* DecodeRequests.
@ -528,6 +548,35 @@ private:
uint32_t aFlags,
gfxImageSurface **_retval);
#ifndef USE_FRAME_ANIMATOR
/**
* Advances the animation. Typically, this will advance a single frame, but it
* may advance multiple frames. This may happen if we have infrequently
* "ticking" refresh drivers (e.g. in background tabs), or extremely short-
* lived animation frames.
*
* @param aTime the time that the animation should advance to. This will
* typically be <= TimeStamp::Now().
*
* @param [out] aDirtyRect a pointer to an nsIntRect which encapsulates the
* area to be repainted after the frame is advanced.
*
* @returns true, if the frame was successfully advanced, false if it was not
* able to be advanced (e.g. the frame to which we want to advance is
* still decoding). Note: If false is returned, then aDirtyRect will
* remain unmodified.
*/
bool AdvanceFrame(mozilla::TimeStamp aTime, nsIntRect* aDirtyRect);
/**
* Gets the length of a single loop of this image, in milliseconds.
*
* If this image is not finished decoding, is not animated, or it is animated
* but does not loop, returns 0.
*/
uint32_t GetSingleLoopTime() const;
#endif
/**
* Deletes and nulls out the frame in mFrames[framenum].
*
@ -543,11 +592,39 @@ private:
imgFrame* GetDrawableImgFrame(uint32_t framenum);
imgFrame* GetCurrentImgFrame();
uint32_t GetCurrentImgFrameIndex() const;
#ifndef USE_FRAME_ANIMATOR
mozilla::TimeStamp GetCurrentImgFrameEndTime() const;
#endif
size_t SizeOfDecodedWithComputedFallbackIfHeap(gfxASurface::MemoryLocation aLocation,
mozilla::MallocSizeOf aMallocSizeOf) const;
#ifdef USE_FRAME_ANIMATOR
void EnsureAnimExists();
#else
inline void EnsureAnimExists()
{
if (!mAnim) {
// Create the animation context
mAnim = new Anim();
// We don't support discarding animated images (See bug 414259).
// Lock the image and throw away the key.
//
// Note that this is inefficient, since we could get rid of the source
// data too. However, doing this is actually hard, because we're probably
// calling ensureAnimExists mid-decode, and thus we're decoding out of
// the source buffer. Since we're going to fix this anyway later, and
// since we didn't kill the source data in the old world either, locking
// is acceptable for the moment.
LockImage();
// Notify our observers that we are starting animation.
CurrentStatusTracker().RecordImageIsAnimated();
}
}
#endif
nsresult InternalAddFrameHelper(uint32_t framenum, imgFrame *frame,
uint8_t **imageData, uint32_t *imageLength,
@ -605,7 +682,14 @@ private: // data
// IMPORTANT: if you use mAnim in a method, call EnsureImageIsDecoded() first to ensure
// that the frames actually exist (they may have been discarded to save memory, or
// we maybe decoding on draw).
#ifdef USE_FRAME_ANIMATOR
FrameAnimator* mAnim;
#else
RasterImage::Anim* mAnim;
//! # loops remaining before animation stops (-1 no stop)
int32_t mLoopCount;
#endif
// Discard members
uint32_t mLockCount;
@ -722,6 +806,12 @@ inline NS_IMETHODIMP RasterImage::GetAnimationMode(uint16_t *aAnimationMode) {
return GetAnimationModeInternal(aAnimationMode);
}
#ifndef USE_FRAME_ANIMATOR
inline NS_IMETHODIMP RasterImage::SetAnimationMode(uint16_t aAnimationMode) {
return SetAnimationModeInternal(aAnimationMode);
}
#endif
// Asynchronous Decode Requestor
//
// We use this class when someone calls requestDecode() from within a decode