/* -*- 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 "mozilla/CheckedInt.h" #include "imgIContainer.h" #include "LookupResult.h" #include "MainThreadUtils.h" #include "RasterImage.h" #include "gfxPrefs.h" #include "pixman.h" #include namespace mozilla { using namespace gfx; namespace image { /////////////////////////////////////////////////////////////////////////////// // AnimationState implementation. /////////////////////////////////////////////////////////////////////////////// const gfx::IntRect AnimationState::UpdateState( bool aAnimationFinished, 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, aAnimationFinished, aSize, aAllowInvalidation); } const gfx::IntRect AnimationState::UpdateStateInternal( LookupResult& aResult, bool aAnimationFinished, 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 mHasBeenDecoded is true then we know the true total frame count and // we can use it to determine if we have all the frames now so we know if // we are currently fully decoded. // If mHasBeenDecoded is false then we'll get another UpdateState call // when the decode finishes. if (mHasBeenDecoded) { Maybe frameCount = FrameCount(); MOZ_ASSERT(frameCount.isSome()); mIsCurrentlyDecoded = aResult.Surface().IsFullyDecoded(); } } gfx::IntRect ret; if (aAllowInvalidation) { // Update the value of mCompositedFrameInvalid. if (mIsCurrentlyDecoded || aAnimationFinished) { // Animated images that have finished their animation (ie because it is a // finite length animation) don't have RequestRefresh called on them, and // so mCompositedFrameInvalid would never get cleared. We clear it here // (and also in RasterImage::Decode when we create a decoder for an image // that has finished animated so it can display sooner than waiting until // the decode completes). We also do it if we are fully decoded. This is // safe to do for images that 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 (aResult.Type() == MatchType::NOT_FOUND || aResult.Type() == MatchType::PENDING) { if (mHasRequestedDecode) { MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable()); 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 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 (!gfxPrefs::ImageAnimatedResumeFromLastDisplayed() || 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& 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 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) { MOZ_ASSERT(nextFrame->IsFullFrame()); ret.mDirtyRect = aState.FirstFrameRefreshArea(); } else if (!nextFrame->IsFullFrame()) { MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1); RawAccessFrameRef currentRef = aCurrentFrame->RawAccessRef(/* aFinished */ true); RawAccessFrameRef nextRef = nextFrame->RawAccessRef(/* aFinished */ true); // Change frame if (!DoBlend(currentRef, nextRef, nextFrameIndex, &ret.mDirtyRect)) { // something went wrong, move on to next NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed"); nextFrame->SetCompositingFailed(true); aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout()); aState.mCurrentAnimationFrameIndex = nextFrameIndex; aState.mCompositedFrameRequested = false; aCurrentFrame = std::move(nextFrame); aFrames.Advance(nextFrameIndex); return ret; } nextFrame->SetCompositingFailed(false); } 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(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; aState.mCompositedFrameRequested = false; 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. LookupResult result = SurfaceCache::Lookup( ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated), /* aMarkUsed = */ false); if (!result) { return; } result.Surface().Reset(); } RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState, const TimeStamp& aTime, bool aAnimationFinished) { // 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, aAnimationFinished, mSize); if (aState.IsDiscarded() || !result) { aState.MaybeAdvanceAnimationFrameTime(aTime); if (!ret.mDirtyRect.IsEmpty()) { ret.mFrameAdvanced = true; } return ret; } RefPtr 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(gfxPrefs::ImageMemAnimatedDiscardable()); 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 (!aState.mCompositedFrameRequested && 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 && (mLastCompositedFrameIndex >= 0 || currentFrame->IsFullFrame())) { 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) { aState.mCompositedFrameRequested = true; // If we have a composited version of this frame, return that. if (!aState.mCompositedFrameInvalid && mLastCompositedFrameIndex >= 0 && (uint32_t(mLastCompositedFrameIndex) == aState.mCurrentAnimationFrameIndex)) { return LookupResult(DrawableSurface(mCompositingFrame->DrawableRef()), MatchType::EXACT); } LookupResult result = SurfaceCache::Lookup( ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated), aMarkUsed); if (aState.mCompositedFrameInvalid) { MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable()); MOZ_ASSERT(aState.GetHasRequestedDecode()); MOZ_ASSERT(!aState.GetIsCurrentlyDecoded()); 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); } MOZ_ASSERT(!result.Surface()->GetIsPaletted(), "About to return a paletted frame"); return result; } static void DoCollectSizeOfCompositingSurfaces( const RawAccessFrameRef& aSurface, SurfaceMemoryCounterType aType, nsTArray& aCounters, MallocSizeOf aMallocSizeOf) { // Concoct a SurfaceKey for this surface. SurfaceKey key = RasterSurfaceKey( aSurface->GetImageSize(), DefaultSurfaceFlags(), PlaybackType::eStatic); // Extract the surface's memory usage information. aSurface->AddSizeOfExcludingThis( aMallocSizeOf, [&](imgFrame::AddSizeOfCbData& aMetadata) { // Create a counter for this surface. SurfaceMemoryCounter counter(key, /* aIsLocked = */ true, /* aCannotSubstitute */ false, /* aIsFactor2 */ false, aType); // Record it. counter.Values().SetDecodedHeap(aMetadata.heap); counter.Values().SetDecodedNonHeap(aMetadata.nonHeap); counter.Values().SetExternalHandles(aMetadata.handles); counter.Values().SetFrameIndex(aMetadata.index); counter.Values().SetExternalId(aMetadata.externalId); 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); } } //****************************************************************************** // DoBlend gets called when the timer for animation get fired and we have to // update the composited frame of the animation. bool FrameAnimator::DoBlend(const RawAccessFrameRef& aPrevFrame, const RawAccessFrameRef& aNextFrame, uint32_t aNextFrameIndex, IntRect* aDirtyRect) { if (!aPrevFrame || !aNextFrame) { MOZ_ASSERT_UNREACHABLE("Should have RawAccessFrameRefs to blend!"); return false; } DisposalMethod prevDisposalMethod = aPrevFrame->GetDisposalMethod(); bool prevHasAlpha = aPrevFrame->FormatHasAlpha(); if (prevDisposalMethod == DisposalMethod::RESTORE_PREVIOUS && !mCompositingPrevFrame) { prevDisposalMethod = DisposalMethod::CLEAR; } IntRect prevRect = aPrevFrame->GetBoundedBlendRect(); bool isFullPrevFrame = prevRect.IsEqualRect(0, 0, mSize.width, mSize.height); // Optimization: DisposeClearAll if the previous frame is the same size as // container and it's clearing itself if (isFullPrevFrame && (prevDisposalMethod == DisposalMethod::CLEAR)) { prevDisposalMethod = DisposalMethod::CLEAR_ALL; } DisposalMethod nextDisposalMethod = aNextFrame->GetDisposalMethod(); bool nextHasAlpha = aNextFrame->FormatHasAlpha(); IntRect nextRect = aNextFrame->GetBoundedBlendRect(); bool isFullNextFrame = nextRect.IsEqualRect(0, 0, mSize.width, mSize.height); if (!aNextFrame->GetIsPaletted()) { // Optimization: Skip compositing if the previous frame wants to clear the // whole image if (prevDisposalMethod == 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 && (nextDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) && !nextHasAlpha) { aDirtyRect->SetRect(0, 0, mSize.width, mSize.height); return true; } } // Calculate area that needs updating switch (prevDisposalMethod) { default: MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod"); case DisposalMethod::NOT_SPECIFIED: case DisposalMethod::KEEP: *aDirtyRect = nextRect; 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 aPrevFrame way at the top of the image, and aNextFrame // 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(nextRect, prevRect); 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->InitForAnimator(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; } // 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 (!nextHasAlpha && nextDisposalMethod != 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 ((prevRect.X() >= nextRect.X()) && (prevRect.Y() >= nextRect.Y()) && (prevRect.XMost() <= nextRect.XMost()) && (prevRect.YMost() <= nextRect.YMost())) { // 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 (prevDisposalMethod) { case DisposalMethod::CLEAR: if (needToBlankComposite) { // If we just created the composite, it could have anything in its // buffer. Clear whole frame ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect()); } else { // Only blank out previous frame area (both color & Mask/Alpha) ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect(), prevRect); } break; case DisposalMethod::CLEAR_ALL: ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect()); break; case DisposalMethod::RESTORE_PREVIOUS: // It would be better to copy only the area changed back to // compositingFrame. if (mCompositingPrevFrame) { CopyFrameImage( mCompositingPrevFrame.Data(), mCompositingPrevFrame->GetRect(), mCompositingFrame.Data(), mCompositingFrame->GetRect()); // destroy only if we don't need it for this frame's disposal if (nextDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) { mCompositingPrevFrame.reset(); } } else { ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect()); } 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 && !aPrevFrame->GetIsPaletted()) { // Just copy the bits CopyFrameImage(aPrevFrame.Data(), prevRect, mCompositingFrame.Data(), mCompositingFrame->GetRect()); } else { if (needToBlankComposite) { // Only blank composite when prev is transparent or not full. if (prevHasAlpha || !isFullPrevFrame) { ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect()); } } DrawFrameTo(aPrevFrame.Data(), aPrevFrame->GetRect(), aPrevFrame.PaletteDataLength(), prevHasAlpha, mCompositingFrame.Data(), mCompositingFrame->GetRect(), aPrevFrame->GetBlendMethod(), aPrevFrame->GetBlendRect()); } } } } else if (needToBlankComposite) { // If we just created the composite, it could have anything in its // buffers. Clear them ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect()); } // 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 ((nextDisposalMethod == DisposalMethod::RESTORE_PREVIOUS) && (prevDisposalMethod != DisposalMethod::RESTORE_PREVIOUS)) { // We are storing the whole image. // It would be better if we just stored the area that aNextFrame is going to // overwrite. if (!mCompositingPrevFrame) { RefPtr newFrame = new imgFrame; nsresult rv = newFrame->InitForAnimator(mSize, SurfaceFormat::B8G8R8A8); if (NS_FAILED(rv)) { mCompositingPrevFrame.reset(); return false; } mCompositingPrevFrame = newFrame->RawAccessRef(); } CopyFrameImage(mCompositingFrame.Data(), mCompositingFrame->GetRect(), mCompositingPrevFrame.Data(), mCompositingPrevFrame->GetRect()); mCompositingPrevFrame->Finish(); } // blit next frame into it's correct spot DrawFrameTo(aNextFrame.Data(), aNextFrame->GetRect(), aNextFrame.PaletteDataLength(), nextHasAlpha, mCompositingFrame.Data(), mCompositingFrame->GetRect(), aNextFrame->GetBlendMethod(), aNextFrame->GetBlendRect()); // 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 IntRect& aFrameRect) { if (!aFrameData) { return; } memset(aFrameData, 0, aFrameRect.Width() * aFrameRect.Height() * 4); } //****************************************************************************** void FrameAnimator::ClearFrame(uint8_t* aFrameData, const IntRect& aFrameRect, const IntRect& aRectToClear) { if (!aFrameData || aFrameRect.Width() <= 0 || aFrameRect.Height() <= 0 || aRectToClear.Width() <= 0 || aRectToClear.Height() <= 0) { return; } IntRect toClear = aFrameRect.Intersect(aRectToClear); if (toClear.IsEmpty()) { return; } uint32_t bytesPerRow = aFrameRect.Width() * 4; for (int row = toClear.Y(); row < toClear.YMost(); ++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 IntRect& aRectSrc, uint8_t* aDataDest, const IntRect& 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 IntRect& aSrcRect, uint32_t aSrcPaletteLength, bool aSrcHasAlpha, uint8_t* aDstPixels, const IntRect& aDstRect, BlendMethod aBlendMethod, const IntRect& 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 || (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