When bug 1508393 landed, it not only enabled producing of full frames
on the decoder threads, it also enabled recycling of old animated image
frame buffers it would have otherwise discarded. It reuses the contents
of the buffer where possible given we know what pixels changed between
the old frame and the frame we want to produce. However where this
calculation was done was incorrect. We originally calculated it when we
advanced the frame, but at that point there is no guarantee that we have
all of the necessary information; we may have fallen behind on decoding.
As such, we move the calculation to where we actually perform the
recycling. At this point we are guaranteed to have all the necessary
frames between the recycling and display queues.
Differential Revision: https://phabricator.services.mozilla.com/D12903
WebRender takes longer than OMTP to release its hold on the current
frame. This is because it is in a separate process and holds onto the
surface in between rendering frames, rather than getting a reference for
each repaint. This patch makes us less aggressive about taking the most
recent surface placed in the recycling queue out to avoid blocking on
waiting for the surface to be released.
Differential Revision: https://phabricator.services.mozilla.com/D10903
Also, fix a minor bug where when we discard an animated image that is a
full frame animated image, we need to reset
AnimationState::mCompositedFrameInvalid to false, just like we do for
animated images blended by FrameAnimator. This is because it is used as
part of our state checking in FrameAnimator::GetCompositedFrame before
we are willing to yield frame data.
Differential Revision: https://phabricator.services.mozilla.com/D12362
Bug 1249474 suggested that we add image/webp to the front of the Accept
header for images, to indicate to servers that we actually support WebP.
Differential Revision: https://phabricator.services.mozilla.com/D8120
Redecode errors break the state machine of FrameAnimator, since the
decoder and the animation state are now out of sync. Going forward this
tight coupling should be eliminated, as the decoder will produce full
frames and the animator can just take the current frame without worrying
about its relative position. For the moment, we should just not reset an
animation if it hit a redecode error (likely due to OOM) just like how
we already stop advancing the animation before the reset.
Differential Revision: https://phabricator.services.mozilla.com/D11046
Behavior-wise this only removes the HasAttr(src) check, and adds the IsEmpty()
check to the alt attribute value, since this function is only called for <img>
and <input>.
But it also cleans up a bit.
Differential Revision: https://phabricator.services.mozilla.com/D11194
Behavior-wise this only removes the HasAttr(src) check, and adds the IsEmpty()
check to the alt attribute value, since this function is only called for <img>
and <input>.
But it also cleans up a bit.
Differential Revision: https://phabricator.services.mozilla.com/D11194
--HG--
extra : source : 803b224d52a0940b4fb4b3b9cffc6a1fa6e5d4ee
Behavior-wise this only removes the HasAttr(src) check, and adds the IsEmpty()
check to the alt attribute value, since this function is only called for <img>
and <input>.
But it also cleans up a bit.
Differential Revision: https://phabricator.services.mozilla.com/D11194
There were two unrelated buffering problems in nsWebPDecoder. The first
was with the decoder contract. We are expected to loop until the
iterator is unable to provide more data, and wait for the SourceBuffer
to reschedule us, where as nsWebPDecoder::DoDecode only did one pass.
Thus when something yielded wanting more data, we would just wait
forever.
The second was the integration with the libwebp API. We are expected to
retry when we receive SUSPENDED from the decoder, as it decided to yield
pixels instead of continuing to decode as many as possible.
The tests did not cover the first problem because multi chunk decoder
tests do not use SourceBuffer scheduling. This is an oversight. They now
will write a chunk of data, let the SourceBuffer reschedule the decoder,
and repeat until all of the data has been written.
The tests did not cover the second problem because all of the reference
WebP images are too small. This patch adds a new test with a large WebP
image (converted from a Mozilla all hands photo of lanyards). This
should actually trigger the SUSPEND behaviour of libwebp.
Differential Revision: https://phabricator.services.mozilla.com/D10817
For decoders which produce unpaletted partial frames (APNG, WebP), the
surface format should always be BGRA. These frames while partial, are
the same size as the output size of the animated image. When
FrameAnimator performs the blend with the compositing frame, it expects
all pixels we don't care about to be set to fully transparent. If it is
BGRX, they will be set to solid white instead.
Differential Revision: https://phabricator.services.mozilla.com/D10753
This patch makes ImageContainer create a SharedSurfacesAnimation object
when it detects that we are using shared surfaces and are producing full
frames.
Differential Revision: https://phabricator.services.mozilla.com/D7505
First we did not handle the SourceBufferIterator::WAITING state which
can happen when we get woken up but there is no data to read from the
SourceBufferIterator. StreamingLexer handled this properly by yielding
with NEED_MORE_DATA, and properly scheduling the decoder to resume. This
patch does the same in the WebP decoder.
Second nsWebPDecoder::GetType was not implemented. This meant it would
return DecoderType::UNKNOWN, and would fail to recreate the decoder if
we are discarding frames and need to restart from the beginning. In
addition to implementing that method, this patch also corrects an assert
in DecoderFactory::CloneAnimationDecoder which failed to check for WebP
as a supported animated decoder.
This patch also modestly improves the logging output and library method
checks.
Differential Revision: https://phabricator.services.mozilla.com/D10624
We should only assert that the caller is requesting the first frame or
we have advanced to or beyond the expected initial frame, when we
successfully return a frame. This is because FrameAnimator will request
on refresh ticks for the current frame again, until it observes it. If
decoding is still behind, then we likely still have frames to
auto-advance, and we will trip the assert.
Differential Revision: https://phabricator.services.mozilla.com/D9507
This is what we have been working towards in all of the previous parts
in the series. This subclasses AnimationFrameDiscardingQueue to save the
discarded frames for recycling by the decoder, if the frame is marked as
supporting recycling.
Differential Revision: https://phabricator.services.mozilla.com/D7516
AnimatedFrameDiscardingQueue subclasses AnimationFrameBuffer to allow a
cleaner abstraction over the behaviour change when we cross the
threshold of too high a memory footprint for an animated image. The next
patch will build on top of this to provide an abstraction to reuse the
discarded frames.
Differential Revision: https://phabricator.services.mozilla.com/D7515
This patch makes AnimationSurfaceProvider use the new abstractions
provided by AnimationFrameBuffer and AnimationFrameRetainedBuffer to
provide storage and lifetime management of decoders and the produced
frames. We initially start out with an implementation that will just
keep every frame forever, like our historical behaviour. The next patch
will add support for discarding.
Differential Revision: https://phabricator.services.mozilla.com/D7514
In the next few patches, AnimationFrameBuffer will be reworked to split
the discarding behaviour from the retaining behaviour. Once implemented
as separate classes, it will allow easier reuse of the discarding code
for recycling.
Differential Revision: https://phabricator.services.mozilla.com/D7513
The owner for the decoder may implement IDecoderFrameRecycler to allow
the decoder to request a recycled frame instead of allocating a new one.
If none are available, it will fallback to allocating a new frame.
Not only may the IDecoderFrameRecycler not have any frames available for
recycling, the recycled frame itself may still be in use by other
entities outside of imagelib. Additionally it may still be required by
BlendAnimationFilter to restore the previous frame's data. It may even
be the same frame as to restore. In the worst case, we will simply
choose to allocate an entirely new frame, just like before.
When we allocate a new frame, that means the old frame we tried to
recycle will be taken out of circulation and not reused again,
regardless of why it failed.
Differential Revision: https://phabricator.services.mozilla.com/D7512
Beyond the necessary reinitialization methods, we need to protect
ourselves from recycling a frame that some other entity in the browser
is still using. Generally speaking the animated surface will only be
used in imgFrame::Draw since we don't layerize animated images, which
will be safe. However with OMTP or blob recordings, we could retain a
reference to the surface outside the current stack context. Additional
if something calls RasterImage::GetImageContainer(AtSize) or
RasterImage::GetFrame(AtSize), it may also have a reference to the
surface for an indetermine period of time.
As such, if an imgFrame is a candidate for recycling, it will wrap
imgFrame::mLockedSurface in a RecyclingSourceSurface. Its job is to
track how many consumers there are still of the surface, so that after
we advance the animation, the decoder will know if there are still
outstanding consumers.
If the surface is still in use, it will block for a finite period of
time (the refresh interval) before giving up on reclaiming the surface,
and will allocate a new surface. The old surface can then remain in
circulation for as long as necessary without further blocking the
animation progression, since we stop recycling that surface/imgFrame.
Differential Revision: https://phabricator.services.mozilla.com/D7511
Since imgFrame::Draw will limit the drawing to only look at pixels that
we have written to and posted an invalidation for, there is no need to
hold the monitor while doing so. By taking the most expensive operation
outside the lock, we will minimize our chances of hitting contention
with the decoder thread.
A later part in this series will require that a surface be freed outside
the lock because it may end up reacquiring it. In addition to the
contention win, this change should facilitate that.
Differential Revision: https://phabricator.services.mozilla.com/D7510
If we discard a frame during decoding, e.g. due to an error, then we
don't want to take that frame into account for the first frame refresh
area. We should also be handling partial frames here (the dirty rect
needs to encompass the rows that did not get written with actual pixel
data). The only place that can have the necessary information is at the
end rather than at the beginning.
Differential Revision: https://phabricator.services.mozilla.com/D7509
The clear rect and the recycle rect can overlap, and depending on the
size of the clear rect, it could be a significant amount of data that
needs to be copied from the restore frame. This patch minimizes the
copying for a row which contains both the recycle rect and the clear
rect.
Differential Revision: https://phabricator.services.mozilla.com/D7508
Given an invalidation rect, called the recycle rect, which represents
the area which may have changed between the current frame and the frame
we are recycling, we can not only reuse the buffer itself to avoid an
allocation and free, we can also avoid copying pixel data from the
restore frame which is already set.
Differential Revision: https://phabricator.services.mozilla.com/D7507
When blending full frames off the main thread, FrameAnimator no longer
requires access to the raw data of the frame to advance the animation.
Now we only request a RawAccessFrameRef for the current/next frames when
we have discovered that we need to do blending on the main thread.
In addition to avoiding the mutex overhead of RawAccessFrameRef, this
will also facilitate potentially optimizing the surfaces for the
DrawTarget for individual animated image frames.
Differential Revision: https://phabricator.services.mozilla.com/D7506
We were marking them used even if only a decode was requested.
This can cause us to hold extra decoded copies of the image around because we have a tendency to request decode at the intrinsic size.
Calls to do_QueryInterface to a base class can be replaced by a static
cast, which is faster.
Differential Revision: https://phabricator.services.mozilla.com/D7224
--HG--
extra : moz-landing-system : lando
If class A is derived from class B, then an instance of class A can be
converted to B via a static cast, so a slower QI is not needed.
Differential Revision: https://phabricator.services.mozilla.com/D6861
--HG--
extra : moz-landing-system : lando
The lack of clarity over which functions initiate observing and which don't
is a headache since it makes it hard to reason about what's going on. This
rename makes it explicit in the function names.
Differential Revision: https://phabricator.services.mozilla.com/D7187
--HG--
extra : rebase_source : 1f2f86423a9bee7843533c09b3ea78416b233bcd
extra : amend_source : a89125d6a3b7b75a4056c4d600de74a5386ac4ff
If we do not pass the high quality scaling flag than the resulting surface will be marked as cannot substitute, which is not accurate, so we don't want.
The only place that actually tries to be smart about the size is nsImageFrame::MaybeDecodeForPredictedSize. All other cases just ask for the intrinsic size.
The two most likely cases are that there are no decoded copies of the image, or there is one decoded (or in progress) copy of the image.
In the first case we will request decode at the instrinsic size, and then if we draw at a different size that draw will request the proper size. This doesn't change with this patch.
In the second case there is a decoded copy already available, this is likely from a draw call on the image, and that is the surface size that we want. So we save a decode. If we are actually drawing the image at two different sizes the second size will be slightly delayed, but we have the wrongly sized copy of the image that we can draw until then. This seems like a good tradeoff to avoid always decoding an instrinic size copy of images.
By delegating responsibility for shared surfaces reporting to imagelib,
we can cross reference the GPU shared surfaces cache with the local
surface cache in a content process (or the main process). This will
allow us to identify entries that are in the GPU cache but not in the
content/main process cache, and aid in debugging memory leaks. This
functionality is pref'd off by default behind image.mem.debug-reporting.
Additionally, we want to report every entry that was mapped into the
compositor process, in the compositor process memory report. This will
give us a sense of how much of our resident memory is consumed by mapped
images in absence of the more detailed cross referencing above.
At present, surface providers roll up all of their individual surfaces
into a single reporting unit. Specifically this means animated image
frames are all reported as a block. This patch removes that
consolidation and reports every frame as its own SurfaceMemoryReport.
This is important because each frame may have its own external image ID,
and we want to cross reference that with what we expect from the GPU
shared surfaces cache.
By delegating responsibility for shared surfaces reporting to imagelib,
we can cross reference the GPU shared surfaces cache with the local
surface cache in a content process (or the main process). This will
allow us to identify entries that are in the GPU cache but not in the
content/main process cache, and aid in debugging memory leaks. This
functionality is pref'd off by default behind image.mem.debug-reporting.
Additionally, we want to report every entry that was mapped into the
compositor process, in the compositor process memory report. This will
give us a sense of how much of our resident memory is consumed by mapped
images in absence of the more detailed cross referencing above.
At present, surface providers roll up all of their individual surfaces
into a single reporting unit. Specifically this means animated image
frames are all reported as a block. This patch removes that
consolidation and reports every frame as its own SurfaceMemoryReport.
This is important because each frame may have its own external image ID,
and we want to cross reference that with what we expect from the GPU
shared surfaces cache.
If FLAG_HIGH_QUALITY_SCALING is used, we should use
SurfaceCache::LookupBestMatch just like how it is done in RasterImage.
This may provide an alternative size at which we should rasterize the
SVG instead of the requested size. Since SurfaceCache imposes a maximum
size for which it will permit rasterized SVGs, we should also bypass the
cache entirely if we are well above that and simply draw directly to the
draw target in such cases.
With WebRender, it is somewhat more complicated. We will now return
NOT_SUPPORTED if the size is too big, and this should trigger fallback
to blob images. This should only produce drawing commands for the
relevant region and save us the high cost of rasterized a very large
surface on the main thread, which at the same time, looking as crisp as
a user would expect.
There is one main difference between raster images and vector images
with respect to factor of 2 scaling. Vector images may be scaled
infinitely and so we need to extend factor of 2 scaling to permit
growing instead of just shrinking. Also, we don't want to scale
infinitely, so we should configure a maximum size limit. This size limit
will apply even outside of factor of 2 scaling, and so the caller
(VectorImage) will need to be careful to take this into account.
If FLAG_HIGH_QUALITY_SCALING is used, we should use
SurfaceCache::LookupBestMatch just like how it is done in RasterImage.
This may provide an alternative size at which we should rasterize the
SVG instead of the requested size. Since SurfaceCache imposes a maximum
size for which it will permit rasterized SVGs, we should also bypass the
cache entirely if we are well above that and simply draw directly to the
draw target in such cases.
With WebRender, it is somewhat more complicated. We will now return
NOT_SUPPORTED if the size is too big, and this should trigger fallback
to blob images. This should only produce drawing commands for the
relevant region and save us the high cost of rasterized a very large
surface on the main thread, which at the same time, looking as crisp as
a user would expect.
There is one main difference between raster images and vector images
with respect to factor of 2 scaling. Vector images may be scaled
infinitely and so we need to extend factor of 2 scaling to permit
growing instead of just shrinking. Also, we don't want to scale
infinitely, so we should configure a maximum size limit. This size limit
will apply even outside of factor of 2 scaling, and so the caller
(VectorImage) will need to be careful to take this into account.
DecoderFlags::BLEND_ANIMATION will cause the decoder to inject the
BlendAnimationFilter from the previous patch into the SurfacePipe filter
chain. All frames produced by this decoder will be complete, and
should be equivalent to the result outputted by FrameAnimator.
This new SurfaceFilter can be added to a SurfacePipe to perform the
blending of a previous frame with the current partial frame, for an
animated image. This functionality is currently provided by
FrameAnimator and must be performed each time we want to advance the
displayed frame, all on the main thread. Moving this to SurfacePipe
allows us to do the same operation once per frame decode, and on a
decoder thread.
This should reduce the cost of a refresh tick since advancing animated
images is reduced to merely checking if the frame is available. Also, if
the image is below the discard frames threshold (to save memory), then
we will also save CPU due to only blending once at decode.
DecoderFlags::BLEND_ANIMATION will cause the decoder to inject the
BlendAnimationFilter from the previous patch into the SurfacePipe filter
chain. All frames produced by this decoder will be complete, and
should be equivalent to the result outputted by FrameAnimator.
This new SurfaceFilter can be added to a SurfacePipe to perform the
blending of a previous frame with the current partial frame, for an
animated image. This functionality is currently provided by
FrameAnimator and must be performed each time we want to advance the
displayed frame, all on the main thread. Moving this to SurfacePipe
allows us to do the same operation once per frame decode, and on a
decoder thread.
This should reduce the cost of a refresh tick since advancing animated
images is reduced to merely checking if the frame is available. Also, if
the image is below the discard frames threshold (to save memory), then
we will also save CPU due to only blending once at decode.
When generating display lists for WebRender, we were not caching the
draw result via nsDisplayItemGenericImageGeometry::UpdateDrawResult (or
similar) after completing CreateWebRenderCommands. This is important
because reftests use this to force sync decoding for images; it may be a
reason for image-related intermittent failures on *-qr builds.
Additionally, we may have been requesting fallback in cases where fallback
could not do anything more than WebRender could. For example, if we can't
get an image container yet, there is no point in requesting fallback
because it might just be we haven't started decoding yet. We should just
return the actual draw result in such cases.
In addition to the image container, the draw result can also be useful
for callers to know whether or not the surface(s) in the container are
fully decoded or not. This is used in subsequent parts to avoid
flickering in some cases.
nsIAssociatedContentSecurity and nsISecurityInfoProvider are unused as of
bug 832834, so this patch removes them.
Differential Revision: https://phabricator.services.mozilla.com/D5693
--HG--
extra : moz-landing-system : lando