зеркало из https://github.com/mozilla/gecko-dev.git
410 строки
13 KiB
C++
410 строки
13 KiB
C++
/* -*- 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 "AnimationSurfaceProvider.h"
|
|
|
|
#include "gfxPrefs.h"
|
|
#include "nsProxyRelease.h"
|
|
|
|
#include "DecodePool.h"
|
|
#include "Decoder.h"
|
|
|
|
using namespace mozilla::gfx;
|
|
|
|
namespace mozilla {
|
|
namespace image {
|
|
|
|
AnimationSurfaceProvider::AnimationSurfaceProvider(NotNull<RasterImage*> aImage,
|
|
const SurfaceKey& aSurfaceKey,
|
|
NotNull<Decoder*> aDecoder,
|
|
size_t aCurrentFrame)
|
|
: ISurfaceProvider(ImageKey(aImage.get()), aSurfaceKey,
|
|
AvailabilityState::StartAsPlaceholder())
|
|
, mImage(aImage.get())
|
|
, mDecodingMutex("AnimationSurfaceProvider::mDecoder")
|
|
, mDecoder(aDecoder.get())
|
|
, mFramesMutex("AnimationSurfaceProvider::mFrames")
|
|
{
|
|
MOZ_ASSERT(!mDecoder->IsMetadataDecode(),
|
|
"Use MetadataDecodingTask for metadata decodes");
|
|
MOZ_ASSERT(!mDecoder->IsFirstFrameDecode(),
|
|
"Use DecodedSurfaceProvider for single-frame image decodes");
|
|
|
|
// We still produce paletted surfaces for GIF which means the frames are
|
|
// smaller than one would expect for APNG. This may be removed if/when
|
|
// bug 1337111 lands and it is enabled by default.
|
|
size_t pixelSize = aDecoder->GetType() == DecoderType::GIF
|
|
? sizeof(uint8_t) : sizeof(uint32_t);
|
|
|
|
// Calculate how many frames we need to decode in this animation before we
|
|
// enter decode-on-demand mode.
|
|
IntSize frameSize = aSurfaceKey.Size();
|
|
size_t threshold =
|
|
(size_t(gfxPrefs::ImageAnimatedDecodeOnDemandThresholdKB()) * 1024) /
|
|
(pixelSize * frameSize.width * frameSize.height);
|
|
size_t batch = gfxPrefs::ImageAnimatedDecodeOnDemandBatchSize();
|
|
|
|
mFrames.Initialize(threshold, batch, aCurrentFrame);
|
|
}
|
|
|
|
AnimationSurfaceProvider::~AnimationSurfaceProvider()
|
|
{
|
|
DropImageReference();
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::DropImageReference()
|
|
{
|
|
if (!mImage) {
|
|
return; // Nothing to do.
|
|
}
|
|
|
|
// RasterImage objects need to be destroyed on the main thread.
|
|
NS_ReleaseOnMainThreadSystemGroup("AnimationSurfaceProvider::mImage",
|
|
mImage.forget());
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::Reset()
|
|
{
|
|
// We want to go back to the beginning.
|
|
bool mayDiscard;
|
|
bool restartDecoder;
|
|
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
|
|
// If we have not crossed the threshold, we know we haven't discarded any
|
|
// frames, and thus we know it is safe move our display index back to the
|
|
// very beginning. It would be cleaner to let the frame buffer make this
|
|
// decision inside the AnimationFrameBuffer::Reset method, but if we have
|
|
// crossed the threshold, we need to hold onto the decoding mutex too. We
|
|
// should avoid blocking the main thread on the decoder threads.
|
|
mayDiscard = mFrames.MayDiscard();
|
|
if (!mayDiscard) {
|
|
restartDecoder = mFrames.Reset();
|
|
}
|
|
}
|
|
|
|
if (mayDiscard) {
|
|
// We are over the threshold and have started discarding old frames. In
|
|
// that case we need to seize the decoding mutex. Thankfully we know that
|
|
// we are in the process of decoding at most the batch size frames, so
|
|
// this should not take too long to acquire.
|
|
MutexAutoLock lock(mDecodingMutex);
|
|
|
|
// Recreate the decoder so we can regenerate the frames again.
|
|
mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
|
|
MOZ_ASSERT(mDecoder);
|
|
|
|
MutexAutoLock lock2(mFramesMutex);
|
|
restartDecoder = mFrames.Reset();
|
|
}
|
|
|
|
if (restartDecoder) {
|
|
DecodePool::Singleton()->AsyncRun(this);
|
|
}
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::Advance(size_t aFrame)
|
|
{
|
|
bool restartDecoder;
|
|
|
|
{
|
|
// Typical advancement of a frame.
|
|
MutexAutoLock lock(mFramesMutex);
|
|
restartDecoder = mFrames.AdvanceTo(aFrame);
|
|
}
|
|
|
|
if (restartDecoder) {
|
|
DecodePool::Singleton()->AsyncRun(this);
|
|
}
|
|
}
|
|
|
|
DrawableFrameRef
|
|
AnimationSurfaceProvider::DrawableRef(size_t aFrame)
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
|
|
if (Availability().IsPlaceholder()) {
|
|
MOZ_ASSERT_UNREACHABLE("Calling DrawableRef() on a placeholder");
|
|
return DrawableFrameRef();
|
|
}
|
|
|
|
return mFrames.Get(aFrame);
|
|
}
|
|
|
|
bool
|
|
AnimationSurfaceProvider::IsFinished() const
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
|
|
if (Availability().IsPlaceholder()) {
|
|
MOZ_ASSERT_UNREACHABLE("Calling IsFinished() on a placeholder");
|
|
return false;
|
|
}
|
|
|
|
if (mFrames.Frames().IsEmpty()) {
|
|
MOZ_ASSERT_UNREACHABLE("Calling IsFinished() when we have no frames");
|
|
return false;
|
|
}
|
|
|
|
// As long as we have at least one finished frame, we're finished.
|
|
return mFrames.Frames()[0]->IsFinished();
|
|
}
|
|
|
|
bool
|
|
AnimationSurfaceProvider::IsFullyDecoded() const
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
return mFrames.SizeKnown() && !mFrames.MayDiscard();
|
|
}
|
|
|
|
size_t
|
|
AnimationSurfaceProvider::LogicalSizeInBytes() const
|
|
{
|
|
// When decoding animated images, we need at most three live surfaces: the
|
|
// composited surface, the previous composited surface for
|
|
// DisposalMethod::RESTORE_PREVIOUS, and the surface we're currently decoding
|
|
// into. The composited surfaces are always BGRA. Although the surface we're
|
|
// decoding into may be paletted, and may be smaller than the real size of the
|
|
// image, we assume the worst case here.
|
|
// XXX(seth): Note that this is actually not accurate yet; we're storing the
|
|
// full sequence of frames, not just the three live surfaces mentioned above.
|
|
// Unfortunately there's no way to know in advance how many frames an
|
|
// animation has, so we really can't do better here. This will become correct
|
|
// once bug 1289954 is complete.
|
|
IntSize size = GetSurfaceKey().Size();
|
|
return 3 * size.width * size.height * sizeof(uint32_t);
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
|
|
size_t& aHeapSizeOut,
|
|
size_t& aNonHeapSizeOut,
|
|
size_t& aExtHandlesOut)
|
|
{
|
|
// Note that the surface cache lock is already held here, and then we acquire
|
|
// mFramesMutex. For this method, this ordering is unavoidable, which means
|
|
// that we must be careful to always use the same ordering elsewhere.
|
|
MutexAutoLock lock(mFramesMutex);
|
|
|
|
for (const RawAccessFrameRef& frame : mFrames.Frames()) {
|
|
if (frame) {
|
|
frame->AddSizeOfExcludingThis(aMallocSizeOf, aHeapSizeOut,
|
|
aNonHeapSizeOut, aExtHandlesOut);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::Run()
|
|
{
|
|
MutexAutoLock lock(mDecodingMutex);
|
|
|
|
if (!mDecoder) {
|
|
MOZ_ASSERT_UNREACHABLE("Running after decoding finished?");
|
|
return;
|
|
}
|
|
|
|
while (true) {
|
|
// Run the decoder.
|
|
LexerResult result = mDecoder->Decode(WrapNotNull(this));
|
|
|
|
if (result.is<TerminalState>()) {
|
|
// We may have a new frame now, but it's not guaranteed - a decoding
|
|
// failure or truncated data may mean that no new frame got produced.
|
|
// Since we're not sure, rather than call CheckForNewFrameAtYield() here
|
|
// we call CheckForNewFrameAtTerminalState(), which handles both of these
|
|
// possibilities.
|
|
bool continueDecoding = CheckForNewFrameAtTerminalState();
|
|
FinishDecoding();
|
|
|
|
// Even if it is the last frame, we may not have enough frames buffered
|
|
// ahead of the current.
|
|
if (continueDecoding) {
|
|
MOZ_ASSERT(mDecoder);
|
|
continue;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Notify for the progress we've made so far.
|
|
if (mImage && mDecoder->HasProgress()) {
|
|
NotifyProgress(WrapNotNull(mImage), WrapNotNull(mDecoder));
|
|
}
|
|
|
|
if (result == LexerResult(Yield::NEED_MORE_DATA)) {
|
|
// We can't make any more progress right now. The decoder itself will ensure
|
|
// that we get reenqueued when more data is available; just return for now.
|
|
return;
|
|
}
|
|
|
|
// There's new output available - a new frame! Grab it. If we don't need any
|
|
// more for the moment we can break out of the loop.
|
|
MOZ_ASSERT(result == LexerResult(Yield::OUTPUT_AVAILABLE));
|
|
if (!CheckForNewFrameAtYield()) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
AnimationSurfaceProvider::CheckForNewFrameAtYield()
|
|
{
|
|
mDecodingMutex.AssertCurrentThreadOwns();
|
|
MOZ_ASSERT(mDecoder);
|
|
|
|
bool justGotFirstFrame = false;
|
|
bool continueDecoding;
|
|
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
|
|
// Try to get the new frame from the decoder.
|
|
RawAccessFrameRef frame = mDecoder->GetCurrentFrameRef();
|
|
MOZ_ASSERT(mDecoder->HasFrameToTake());
|
|
mDecoder->ClearHasFrameToTake();
|
|
|
|
if (!frame) {
|
|
MOZ_ASSERT_UNREACHABLE("Decoder yielded but didn't produce a frame?");
|
|
return true;
|
|
}
|
|
|
|
// We should've gotten a different frame than last time.
|
|
MOZ_ASSERT_IF(!mFrames.Frames().IsEmpty(),
|
|
mFrames.Frames().LastElement().get() != frame.get());
|
|
|
|
// Append the new frame to the list.
|
|
continueDecoding = mFrames.Insert(Move(frame));
|
|
|
|
// We only want to handle the first frame if it is the first pass for the
|
|
// animation decoder. The owning image will be cleared after that.
|
|
size_t frameCount = mFrames.Frames().Length();
|
|
if (frameCount == 1 && mImage) {
|
|
justGotFirstFrame = true;
|
|
}
|
|
}
|
|
|
|
if (justGotFirstFrame) {
|
|
AnnounceSurfaceAvailable();
|
|
}
|
|
|
|
return continueDecoding;
|
|
}
|
|
|
|
bool
|
|
AnimationSurfaceProvider::CheckForNewFrameAtTerminalState()
|
|
{
|
|
mDecodingMutex.AssertCurrentThreadOwns();
|
|
MOZ_ASSERT(mDecoder);
|
|
|
|
bool justGotFirstFrame = false;
|
|
bool continueDecoding;
|
|
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
|
|
// The decoder may or may not have a new frame for us at this point. Avoid
|
|
// reinserting the same frame again.
|
|
RawAccessFrameRef frame = mDecoder->GetCurrentFrameRef();
|
|
|
|
// If the decoder didn't finish a new frame (ie if, after starting the
|
|
// frame, it got an error and aborted the frame and the rest of the decode)
|
|
// that means it won't be reporting it to the image or FrameAnimator so we
|
|
// should ignore it too, that's what HasFrameToTake tracks basically.
|
|
if (!mDecoder->HasFrameToTake()) {
|
|
frame = RawAccessFrameRef();
|
|
} else {
|
|
MOZ_ASSERT(frame);
|
|
mDecoder->ClearHasFrameToTake();
|
|
}
|
|
|
|
if (!frame || (!mFrames.Frames().IsEmpty() &&
|
|
mFrames.Frames().LastElement().get() == frame.get())) {
|
|
return mFrames.MarkComplete();
|
|
}
|
|
|
|
// Append the new frame to the list.
|
|
mFrames.Insert(Move(frame));
|
|
continueDecoding = mFrames.MarkComplete();
|
|
|
|
// We only want to handle the first frame if it is the first pass for the
|
|
// animation decoder. The owning image will be cleared after that.
|
|
if (mFrames.Frames().Length() == 1 && mImage) {
|
|
justGotFirstFrame = true;
|
|
}
|
|
}
|
|
|
|
if (justGotFirstFrame) {
|
|
AnnounceSurfaceAvailable();
|
|
}
|
|
|
|
return continueDecoding;
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::AnnounceSurfaceAvailable()
|
|
{
|
|
mFramesMutex.AssertNotCurrentThreadOwns();
|
|
MOZ_ASSERT(mImage);
|
|
|
|
// We just got the first frame; let the surface cache know. We deliberately do
|
|
// this outside of mFramesMutex to avoid a potential deadlock with
|
|
// AddSizeOfExcludingThis(), since otherwise we'd be acquiring mFramesMutex
|
|
// and then the surface cache lock, while the memory reporting code would
|
|
// acquire the surface cache lock and then mFramesMutex.
|
|
SurfaceCache::SurfaceAvailable(WrapNotNull(this));
|
|
}
|
|
|
|
void
|
|
AnimationSurfaceProvider::FinishDecoding()
|
|
{
|
|
mDecodingMutex.AssertCurrentThreadOwns();
|
|
MOZ_ASSERT(mDecoder);
|
|
|
|
if (mImage) {
|
|
// Send notifications.
|
|
NotifyDecodeComplete(WrapNotNull(mImage), WrapNotNull(mDecoder));
|
|
}
|
|
|
|
// Destroy our decoder; we don't need it anymore.
|
|
bool mayDiscard;
|
|
{
|
|
MutexAutoLock lock(mFramesMutex);
|
|
mayDiscard = mFrames.MayDiscard();
|
|
}
|
|
|
|
if (mayDiscard) {
|
|
// Recreate the decoder so we can regenerate the frames again.
|
|
mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
|
|
MOZ_ASSERT(mDecoder);
|
|
} else {
|
|
mDecoder = nullptr;
|
|
}
|
|
|
|
// We don't need a reference to our image anymore, either, and we don't want
|
|
// one. We may be stored in the surface cache for a long time after decoding
|
|
// finishes. If we don't drop our reference to the image, we'll end up
|
|
// keeping it alive as long as we remain in the surface cache, which could
|
|
// greatly extend the image's lifetime - in fact, if the image isn't
|
|
// discardable, it'd result in a leak!
|
|
DropImageReference();
|
|
}
|
|
|
|
bool
|
|
AnimationSurfaceProvider::ShouldPreferSyncRun() const
|
|
{
|
|
MutexAutoLock lock(mDecodingMutex);
|
|
MOZ_ASSERT(mDecoder);
|
|
|
|
return mDecoder->ShouldSyncDecode(gfxPrefs::ImageMemDecodeBytesAtATime());
|
|
}
|
|
|
|
} // namespace image
|
|
} // namespace mozilla
|