/* -*- 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 "mozilla/MemoryReporting.h" #include "mozilla/Move.h" #include "imgIContainer.h" #include "LookupResult.h" #include "MainThreadUtils.h" #include "RasterImage.h" #include "pixman.h" namespace mozilla { using namespace gfx; namespace image { /////////////////////////////////////////////////////////////////////////////// // AnimationState implementation. /////////////////////////////////////////////////////////////////////////////// void AnimationState::SetDoneDecoding(bool aDone) { mDoneDecoding = aDone; } void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; } void AnimationState::SetAnimationMode(uint16_t aAnimationMode) { mAnimationMode = aAnimationMode; } void AnimationState::UnionFirstFrameRefreshArea(const nsIntRect& aRect) { mFirstFrameRefreshArea.UnionRect(mFirstFrameRefreshArea, aRect); } void AnimationState::InitAnimationFrameTimeIfNecessary() { if (mCurrentAnimationFrameTime.IsNull()) { mCurrentAnimationFrameTime = TimeStamp::Now(); } } void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) { mCurrentAnimationFrameTime = aTime; } uint32_t AnimationState::GetCurrentAnimationFrameIndex() const { return mCurrentAnimationFrameIndex; } nsIntRect AnimationState::GetFirstFrameRefreshArea() const { return mFirstFrameRefreshArea; } /////////////////////////////////////////////////////////////////////////////// // FrameAnimator implementation. /////////////////////////////////////////////////////////////////////////////// int32_t FrameAnimator::GetSingleLoopTime(AnimationState& aState) const { // If we aren't done decoding, we don't know the image's full play time. if (!aState.mDoneDecoding) { return -1; } // If we're not looping, a single loop time has no meaning if (aState.mAnimationMode != imgIContainer::kNormalAnimMode) { return -1; } int32_t looptime = 0; for (uint32_t i = 0; i < mImage->GetNumFrames(); ++i) { FrameTimeout timeout = GetTimeoutForFrame(aState, i); if (timeout == FrameTimeout::Forever()) { // 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("Infinite frame timeout - how did this happen?"); return -1; } looptime += timeout.AsMilliseconds(); } return looptime; } TimeStamp FrameAnimator::GetCurrentImgFrameEndTime(AnimationState& aState) const { TimeStamp currentFrameTime = aState.mCurrentAnimationFrameTime; FrameTimeout timeout = GetTimeoutForFrame(aState, aState.mCurrentAnimationFrameIndex); if (timeout == 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(timeout.AsMilliseconds())); TimeStamp currentFrameEndTime = currentFrameTime + durationOfTimeout; return currentFrameEndTime; } FrameAnimator::RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState, TimeStamp aTime) { NS_ASSERTION(aTime <= TimeStamp::Now(), "Given time appears to be in the future"); PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS); RefreshResult ret; // Determine what the next frame is, taking into account looping. uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex; uint32_t nextFrameIndex = currentFrameIndex + 1; if (mImage->GetNumFrames() == nextFrameIndex) { // We can only accurately determine if we are at the end of the loop if we are // done decoding, otherwise we don't know how many frames there will be. if (!aState.mDoneDecoding) { // 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; } // End of an animation loop... // 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.animationFinished = true; } nextFrameIndex = 0; if (aState.mLoopRemainingCount > 0) { aState.mLoopRemainingCount--; } // If we're done, exit early. if (ret.animationFinished) { return ret; } } // There can be frames in the surface cache with index >= mImage->GetNumFrames() // that GetRawFrame can access because the decoding thread has decoded them, but // RasterImage hasn't acknowledged those frames yet. We don't want to go past // what RasterImage knows about so that we stay in sync with RasterImage. The code // above should obey this, the MOZ_ASSERT records this invariant. MOZ_ASSERT(nextFrameIndex < mImage->GetNumFrames()); RawAccessFrameRef nextFrame = GetRawFrame(nextFrameIndex); // If we're done decoding, we know we've got everything we're going to get. // If we aren't, we only display fully-downloaded frames; everything else // gets delayed. bool canDisplay = aState.mDoneDecoding || (nextFrame && nextFrame->IsFinished()); if (!canDisplay) { // Uh oh, the frame we want to show is currently being decoded (partial) // Wait until the next refresh driver tick and try again return ret; } if (GetTimeoutForFrame(aState, nextFrameIndex) == FrameTimeout::Forever()) { ret.animationFinished = true; } if (nextFrameIndex == 0) { ret.dirtyRect = aState.mFirstFrameRefreshArea; } else { MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1); // Change frame if (!DoBlend(&ret.dirtyRect, currentFrameIndex, nextFrameIndex)) { // something went wrong, move on to next NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed"); nextFrame->SetCompositingFailed(true); aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState); aState.mCurrentAnimationFrameIndex = nextFrameIndex; return ret; } nextFrame->SetCompositingFailed(false); } aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState); // If we can get closer to the current time by a multiple of the image's loop // time, we should. We need to be done decoding in order to know the full loop // time though! int32_t loopTime = GetSingleLoopTime(aState); if (loopTime > 0) { // We shouldn't be advancing by a whole loop unless we are decoded and know // what a full loop actually is. GetSingleLoopTime should return -1 so this // never happens. MOZ_ASSERT(aState.mDoneDecoding); TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime; if (delay.ToMilliseconds() > loopTime) { // Explicitly use integer division to get the floor of the number of // loops. uint64_t loops = static_cast(delay.ToMilliseconds()) / loopTime; aState.mCurrentAnimationFrameTime += TimeDuration::FromMilliseconds(loops * loopTime); } } // Set currentAnimationFrameIndex at the last possible moment aState.mCurrentAnimationFrameIndex = nextFrameIndex; // If we're here, we successfully advanced the frame. ret.frameAdvanced = true; return ret; } FrameAnimator::RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState, const TimeStamp& aTime) { // only advance the frame if the current time is greater than or // equal to the current frame's end time. TimeStamp currentFrameEndTime = GetCurrentImgFrameEndTime(aState); // By default, an empty RefreshResult. RefreshResult ret; while (currentFrameEndTime <= aTime) { TimeStamp oldFrameEndTime = currentFrameEndTime; RefreshResult frameRes = AdvanceFrame(aState, aTime); // Accumulate our result for returning to callers. ret.Accumulate(frameRes); currentFrameEndTime = GetCurrentImgFrameEndTime(aState); // 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.frameAdvanced && (currentFrameEndTime == oldFrameEndTime)) { break; } } return ret; } LookupResult FrameAnimator::GetCompositedFrame(uint32_t aFrameNum) { MOZ_ASSERT(aFrameNum != 0, "First frame is never composited"); // If we have a composited version of this frame, return that. if (mLastCompositedFrameIndex == int32_t(aFrameNum)) { return LookupResult(mCompositingFrame->DrawableRef(), MatchType::EXACT); } // 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. LookupResult result = SurfaceCache::Lookup(ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), aFrameNum)); MOZ_ASSERT(!result || !result.DrawableRef()->GetIsPaletted(), "About to return a paletted frame"); return result; } FrameTimeout FrameAnimator::GetTimeoutForFrame(AnimationState& aState, uint32_t aFrameNum) const { RawAccessFrameRef frame = GetRawFrame(aFrameNum); if (frame) { AnimationData data = frame->GetAnimationData(); return data.mTimeout; } if (aFrameNum == 0) { return aState.mFirstFrameTimeout; } NS_WARNING("No frame; called GetTimeoutForFrame too early?"); return FrameTimeout::FromRawMilliseconds(100); } static void DoCollectSizeOfCompositingSurfaces(const RawAccessFrameRef& aSurface, SurfaceMemoryCounterType aType, nsTArray& aCounters, MallocSizeOf aMallocSizeOf) { // Concoct a SurfaceKey for this surface. SurfaceKey key = RasterSurfaceKey(aSurface->GetImageSize(), DefaultSurfaceFlags(), /* aFrameNum = */ 0); // Create a counter for this surface. SurfaceMemoryCounter counter(key, /* aIsLocked = */ true, aType); // Extract the surface's memory usage information. size_t heap = 0, nonHeap = 0; aSurface->AddSizeOfExcludingThis(aMallocSizeOf, heap, nonHeap); counter.Values().SetDecodedHeap(heap); counter.Values().SetDecodedNonHeap(nonHeap); // Record it. aCounters.AppendElement(counter); } void FrameAnimator::CollectSizeOfCompositingSurfaces( nsTArray& aCounters, MallocSizeOf aMallocSizeOf) const { if (mCompositingFrame) { DoCollectSizeOfCompositingSurfaces(mCompositingFrame, SurfaceMemoryCounterType::COMPOSITING, aCounters, aMallocSizeOf); } if (mCompositingPrevFrame) { DoCollectSizeOfCompositingSurfaces(mCompositingPrevFrame, SurfaceMemoryCounterType::COMPOSITING_PREV, aCounters, aMallocSizeOf); } } RawAccessFrameRef FrameAnimator::GetRawFrame(uint32_t aFrameNum) const { LookupResult result = SurfaceCache::Lookup(ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), aFrameNum)); return result ? result.DrawableRef()->RawAccessRef() : RawAccessFrameRef(); } //****************************************************************************** // DoBlend gets called when the timer for animation get fired and we have to // update the composited frame of the animation. bool FrameAnimator::DoBlend(nsIntRect* aDirtyRect, uint32_t aPrevFrameIndex, uint32_t aNextFrameIndex) { RawAccessFrameRef prevFrame = GetRawFrame(aPrevFrameIndex); RawAccessFrameRef nextFrame = GetRawFrame(aNextFrameIndex); MOZ_ASSERT(prevFrame && nextFrame, "Should have frames here"); AnimationData prevFrameData = prevFrame->GetAnimationData(); if (prevFrameData.mDisposalMethod == DisposalMethod::RESTORE_PREVIOUS && !mCompositingPrevFrame) { prevFrameData.mDisposalMethod = DisposalMethod::CLEAR; } bool isFullPrevFrame = prevFrameData.mRect.x == 0 && prevFrameData.mRect.y == 0 && prevFrameData.mRect.width == mSize.width && prevFrameData.mRect.height == mSize.height; // Optimization: DisposeClearAll if the previous frame is the same size as // container and it's clearing itself if (isFullPrevFrame && (prevFrameData.mDisposalMethod == DisposalMethod::CLEAR)) { prevFrameData.mDisposalMethod = DisposalMethod::CLEAR_ALL; } AnimationData nextFrameData = nextFrame->GetAnimationData(); bool isFullNextFrame = nextFrameData.mRect.x == 0 && nextFrameData.mRect.y == 0 && nextFrameData.mRect.width == mSize.width && nextFrameData.mRect.height == mSize.height; if (!nextFrame->GetIsPaletted()) { // Optimization: Skip compositing if the previous frame wants to clear the // whole image if (prevFrameData.mDisposalMethod == DisposalMethod::CLEAR_ALL) { aDirtyRect->SetRect(0, 0, mSize.width, mSize.height); return true; } // Optimization: Skip compositing if this frame is the same size as the // container and it's fully drawing over prev frame (no alpha) if (isFullNextFrame && (nextFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) && !nextFrameData.mHasAlpha) { aDirtyRect->SetRect(0, 0, mSize.width, mSize.height); return true; } } // Calculate area that needs updating switch (prevFrameData.mDisposalMethod) { default: MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod"); case DisposalMethod::NOT_SPECIFIED: case DisposalMethod::KEEP: *aDirtyRect = nextFrameData.mRect; break; case DisposalMethod::CLEAR_ALL: // Whole image container is cleared aDirtyRect->SetRect(0, 0, mSize.width, mSize.height); break; case DisposalMethod::CLEAR: // Calc area that needs to be redrawn (the combination of previous and // this frame) // XXX - This could be done with multiple framechanged calls // Having prevFrame way at the top of the image, and nextFrame // way at the bottom, and both frames being small, we'd be // telling framechanged to refresh the whole image when only two // small areas are needed. aDirtyRect->UnionRect(nextFrameData.mRect, prevFrameData.mRect); break; case DisposalMethod::RESTORE_PREVIOUS: aDirtyRect->SetRect(0, 0, mSize.width, mSize.height); break; } // Optimization: // Skip compositing if the last composited frame is this frame // (Only one composited frame was made for this animation. Example: // Only Frame 3 of a 10 frame image required us to build a composite frame // On the second loop, we do not need to rebuild the frame // since it's still sitting in compositingFrame) if (mLastCompositedFrameIndex == int32_t(aNextFrameIndex)) { return true; } bool needToBlankComposite = false; // Create the Compositing Frame if (!mCompositingFrame) { RefPtr newFrame = new imgFrame; nsresult rv = newFrame->InitForDecoder(mSize, SurfaceFormat::B8G8R8A8); if (NS_FAILED(rv)) { mCompositingFrame.reset(); return false; } mCompositingFrame = newFrame->RawAccessRef(); needToBlankComposite = true; } else if (int32_t(aNextFrameIndex) != mLastCompositedFrameIndex+1) { // If we are not drawing on top of last composited frame, // then we are building a new composite frame, so let's clear it first. needToBlankComposite = true; } AnimationData compositingFrameData = mCompositingFrame->GetAnimationData(); // More optimizations possible when next frame is not transparent // But if the next frame has DisposalMethod::RESTORE_PREVIOUS, // this "no disposal" optimization is not possible, // because the frame in "after disposal operation" state // needs to be stored in compositingFrame, so it can be // copied into compositingPrevFrame later. bool doDisposal = true; if (!nextFrameData.mHasAlpha && nextFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) { if (isFullNextFrame) { // Optimization: No need to dispose prev.frame when // next frame is full frame and not transparent. doDisposal = false; // No need to blank the composite frame needToBlankComposite = false; } else { if ((prevFrameData.mRect.x >= nextFrameData.mRect.x) && (prevFrameData.mRect.y >= nextFrameData.mRect.y) && (prevFrameData.mRect.x + prevFrameData.mRect.width <= nextFrameData.mRect.x + nextFrameData.mRect.width) && (prevFrameData.mRect.y + prevFrameData.mRect.height <= nextFrameData.mRect.y + nextFrameData.mRect.height)) { // Optimization: No need to dispose prev.frame when // next frame fully overlaps previous frame. doDisposal = false; } } } if (doDisposal) { // Dispose of previous: clear, restore, or keep (copy) switch (prevFrameData.mDisposalMethod) { case DisposalMethod::CLEAR: if (needToBlankComposite) { // If we just created the composite, it could have anything in its // buffer. Clear whole frame ClearFrame(compositingFrameData.mRawData, compositingFrameData.mRect); } else { // Only blank out previous frame area (both color & Mask/Alpha) ClearFrame(compositingFrameData.mRawData, compositingFrameData.mRect, prevFrameData.mRect); } break; case DisposalMethod::CLEAR_ALL: ClearFrame(compositingFrameData.mRawData, compositingFrameData.mRect); break; case DisposalMethod::RESTORE_PREVIOUS: // It would be better to copy only the area changed back to // compositingFrame. if (mCompositingPrevFrame) { AnimationData compositingPrevFrameData = mCompositingPrevFrame->GetAnimationData(); CopyFrameImage(compositingPrevFrameData.mRawData, compositingPrevFrameData.mRect, compositingFrameData.mRawData, compositingFrameData.mRect); // destroy only if we don't need it for this frame's disposal if (nextFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) { mCompositingPrevFrame.reset(); } } else { ClearFrame(compositingFrameData.mRawData, compositingFrameData.mRect); } break; default: MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod"); case DisposalMethod::NOT_SPECIFIED: case DisposalMethod::KEEP: // Copy previous frame into compositingFrame before we put the new // frame on top // Assumes that the previous frame represents a full frame (it could be // smaller in size than the container, as long as the frame before it // erased itself) // Note: Frame 1 never gets into DoBlend(), so (aNextFrameIndex - 1) // will always be a valid frame number. if (mLastCompositedFrameIndex != int32_t(aNextFrameIndex - 1)) { if (isFullPrevFrame && !prevFrame->GetIsPaletted()) { // Just copy the bits CopyFrameImage(prevFrameData.mRawData, prevFrameData.mRect, compositingFrameData.mRawData, compositingFrameData.mRect); } else { if (needToBlankComposite) { // Only blank composite when prev is transparent or not full. if (prevFrameData.mHasAlpha || !isFullPrevFrame) { ClearFrame(compositingFrameData.mRawData, compositingFrameData.mRect); } } DrawFrameTo(prevFrameData.mRawData, prevFrameData.mRect, prevFrameData.mPaletteDataLength, prevFrameData.mHasAlpha, compositingFrameData.mRawData, compositingFrameData.mRect, prevFrameData.mBlendMethod, prevFrameData.mBlendRect); } } } } else if (needToBlankComposite) { // If we just created the composite, it could have anything in its // buffers. Clear them ClearFrame(compositingFrameData.mRawData, compositingFrameData.mRect); } // Check if the frame we are composing wants the previous image restored after // it is done. Don't store it (again) if last frame wanted its image restored // too if ((nextFrameData.mDisposalMethod == DisposalMethod::RESTORE_PREVIOUS) && (prevFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS)) { // We are storing the whole image. // It would be better if we just stored the area that nextFrame is going to // overwrite. if (!mCompositingPrevFrame) { RefPtr newFrame = new imgFrame; nsresult rv = newFrame->InitForDecoder(mSize, SurfaceFormat::B8G8R8A8); if (NS_FAILED(rv)) { mCompositingPrevFrame.reset(); return false; } mCompositingPrevFrame = newFrame->RawAccessRef(); } AnimationData compositingPrevFrameData = mCompositingPrevFrame->GetAnimationData(); CopyFrameImage(compositingFrameData.mRawData, compositingFrameData.mRect, compositingPrevFrameData.mRawData, compositingPrevFrameData.mRect); mCompositingPrevFrame->Finish(); } // blit next frame into it's correct spot DrawFrameTo(nextFrameData.mRawData, nextFrameData.mRect, nextFrameData.mPaletteDataLength, nextFrameData.mHasAlpha, compositingFrameData.mRawData, compositingFrameData.mRect, nextFrameData.mBlendMethod, nextFrameData.mBlendRect); // Tell the image that it is fully 'downloaded'. mCompositingFrame->Finish(); mLastCompositedFrameIndex = int32_t(aNextFrameIndex); return true; } //****************************************************************************** // Fill aFrame with black. Does also clears the mask. void FrameAnimator::ClearFrame(uint8_t* aFrameData, const nsIntRect& aFrameRect) { if (!aFrameData) { return; } memset(aFrameData, 0, aFrameRect.width * aFrameRect.height * 4); } //****************************************************************************** void FrameAnimator::ClearFrame(uint8_t* aFrameData, const nsIntRect& aFrameRect, const nsIntRect& aRectToClear) { if (!aFrameData || aFrameRect.width <= 0 || aFrameRect.height <= 0 || aRectToClear.width <= 0 || aRectToClear.height <= 0) { return; } nsIntRect toClear = aFrameRect.Intersect(aRectToClear); if (toClear.IsEmpty()) { return; } uint32_t bytesPerRow = aFrameRect.width * 4; for (int row = toClear.y; row < toClear.y + toClear.height; ++row) { memset(aFrameData + toClear.x * 4 + row * bytesPerRow, 0, toClear.width * 4); } } //****************************************************************************** // Whether we succeed or fail will not cause a crash, and there's not much // we can do about a failure, so there we don't return a nsresult bool FrameAnimator::CopyFrameImage(const uint8_t* aDataSrc, const nsIntRect& aRectSrc, uint8_t* aDataDest, const nsIntRect& aRectDest) { uint32_t dataLengthSrc = aRectSrc.width * aRectSrc.height * 4; uint32_t dataLengthDest = aRectDest.width * aRectDest.height * 4; if (!aDataDest || !aDataSrc || dataLengthSrc != dataLengthDest) { return false; } memcpy(aDataDest, aDataSrc, dataLengthDest); return true; } nsresult FrameAnimator::DrawFrameTo(const uint8_t* aSrcData, const nsIntRect& aSrcRect, uint32_t aSrcPaletteLength, bool aSrcHasAlpha, uint8_t* aDstPixels, const nsIntRect& aDstRect, BlendMethod aBlendMethod, const Maybe& aBlendRect) { NS_ENSURE_ARG_POINTER(aSrcData); NS_ENSURE_ARG_POINTER(aDstPixels); // According to both AGIF and APNG specs, offsets are unsigned if (aSrcRect.x < 0 || aSrcRect.y < 0) { NS_WARNING("FrameAnimator::DrawFrameTo: negative offsets not allowed"); return NS_ERROR_FAILURE; } // Outside the destination frame, skip it if ((aSrcRect.x > aDstRect.width) || (aSrcRect.y > aDstRect.height)) { return NS_OK; } if (aSrcPaletteLength) { // Larger than the destination frame, clip it int32_t width = std::min(aSrcRect.width, aDstRect.width - aSrcRect.x); int32_t height = std::min(aSrcRect.height, aDstRect.height - aSrcRect.y); // The clipped image must now fully fit within destination image frame NS_ASSERTION((aSrcRect.x >= 0) && (aSrcRect.y >= 0) && (aSrcRect.x + width <= aDstRect.width) && (aSrcRect.y + height <= aDstRect.height), "FrameAnimator::DrawFrameTo: Invalid aSrcRect"); // clipped image size may be smaller than source, but not larger NS_ASSERTION((width <= aSrcRect.width) && (height <= aSrcRect.height), "FrameAnimator::DrawFrameTo: source must be smaller than dest"); // Get pointers to image data const uint8_t* srcPixels = aSrcData + aSrcPaletteLength; uint32_t* dstPixels = reinterpret_cast(aDstPixels); const uint32_t* colormap = reinterpret_cast(aSrcData); // Skip to the right offset dstPixels += aSrcRect.x + (aSrcRect.y * aDstRect.width); if (!aSrcHasAlpha) { for (int32_t r = height; r > 0; --r) { for (int32_t c = 0; c < width; c++) { dstPixels[c] = colormap[srcPixels[c]]; } // Go to the next row in the source resp. destination image srcPixels += aSrcRect.width; dstPixels += aDstRect.width; } } else { for (int32_t r = height; r > 0; --r) { for (int32_t c = 0; c < width; c++) { const uint32_t color = colormap[srcPixels[c]]; if (color) { dstPixels[c] = color; } } // Go to the next row in the source resp. destination image srcPixels += aSrcRect.width; dstPixels += aDstRect.width; } } } else { pixman_image_t* src = pixman_image_create_bits( aSrcHasAlpha ? PIXMAN_a8r8g8b8 : PIXMAN_x8r8g8b8, aSrcRect.width, aSrcRect.height, reinterpret_cast(const_cast(aSrcData)), aSrcRect.width * 4); if (!src) { return NS_ERROR_OUT_OF_MEMORY; } pixman_image_t* dst = pixman_image_create_bits(PIXMAN_a8r8g8b8, aDstRect.width, aDstRect.height, reinterpret_cast(aDstPixels), aDstRect.width * 4); if (!dst) { pixman_image_unref(src); return NS_ERROR_OUT_OF_MEMORY; } // XXX(seth): This is inefficient but we'll remove it quite soon when we // move frame compositing into SurfacePipe. For now we need this because // RemoveFrameRectFilter has transformed PNG frames with frame rects into // imgFrame's with no frame rects, but with a region of 0 alpha where the // frame rect should be. This works really nicely if we're using // BlendMethod::OVER, but BlendMethod::SOURCE will result in that frame rect // area overwriting the previous frame, which makes the animation look // wrong. This quick hack fixes that by first compositing the whle new frame // with BlendMethod::OVER, and then recopying the area that uses // BlendMethod::SOURCE if needed. To make this work, the decoder has to // provide a "blend rect" that tells us where to do this. This is just the // frame rect, but hidden in a way that makes it invisible to most of the // system, so we can keep eliminating dependencies on it. auto op = aBlendMethod == BlendMethod::SOURCE ? PIXMAN_OP_SRC : PIXMAN_OP_OVER; if (aBlendMethod == BlendMethod::OVER || !aBlendRect || (aBlendMethod == BlendMethod::SOURCE && aSrcRect.IsEqualEdges(*aBlendRect))) { // We don't need to do anything clever. (Or, in the case where no blend // rect was specified, we can't.) pixman_image_composite32(op, src, nullptr, dst, 0, 0, 0, 0, aSrcRect.x, aSrcRect.y, aSrcRect.width, aSrcRect.height); } else { // We need to do the OVER followed by SOURCE trick above. pixman_image_composite32(PIXMAN_OP_OVER, src, nullptr, dst, 0, 0, 0, 0, aSrcRect.x, aSrcRect.y, aSrcRect.width, aSrcRect.height); pixman_image_composite32(PIXMAN_OP_SRC, src, nullptr, dst, aBlendRect->x, aBlendRect->y, 0, 0, aBlendRect->x, aBlendRect->y, aBlendRect->width, aBlendRect->height); } pixman_image_unref(src); pixman_image_unref(dst); } return NS_OK; } } // namespace image } // namespace mozilla