зеркало из https://github.com/mozilla/gecko-dev.git
298 строки
10 KiB
C++
298 строки
10 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AnimationFrameBuffer.h"
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#include "mozilla/Move.h" // for Move
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namespace mozilla {
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namespace image {
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AnimationFrameBuffer::AnimationFrameBuffer()
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: mThreshold(0)
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, mBatch(0)
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, mPending(0)
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, mAdvance(0)
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, mInsertIndex(0)
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, mGetIndex(0)
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, mSizeKnown(false)
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{ }
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void
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AnimationFrameBuffer::Initialize(size_t aThreshold,
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size_t aBatch,
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size_t aStartFrame)
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{
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MOZ_ASSERT(mThreshold == 0);
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MOZ_ASSERT(mBatch == 0);
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MOZ_ASSERT(mPending == 0);
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MOZ_ASSERT(mAdvance == 0);
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MOZ_ASSERT(mFrames.IsEmpty());
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mThreshold = aThreshold;
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mBatch = aBatch;
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mAdvance = aStartFrame;
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if (mBatch > SIZE_MAX/4) {
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// Batch size is so big, we will just end up decoding the whole animation.
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mBatch = SIZE_MAX/4;
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} else if (mBatch < 1) {
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// Never permit a batch size smaller than 1. We always want to be asking for
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// at least one frame to start.
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mBatch = 1;
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}
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// To simplify the code, we have the assumption that the threshold for
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// entering discard-after-display mode is at least twice the batch size (since
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// that is the most frames-pending-decode we will request) + 1 for the current
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// frame. That way the redecoded frames being inserted will never risk
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// overlapping the frames we will discard due to the animation progressing.
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// That may cause us to use a little more memory than we want but that is an
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// acceptable tradeoff for simplicity.
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size_t minThreshold = 2 * mBatch + 1;
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if (mThreshold < minThreshold) {
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mThreshold = minThreshold;
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}
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// The maximum number of frames we should ever have decoded at one time is
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// twice the batch. That is a good as number as any to start our decoding at.
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mPending = mBatch * 2;
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}
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bool
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AnimationFrameBuffer::Insert(RawAccessFrameRef&& aFrame)
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{
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// We should only insert new frames if we actually asked for them.
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MOZ_ASSERT(mPending > 0);
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if (mSizeKnown) {
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// We only insert after the size is known if we are repeating the animation
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// and we did not keep all of the frames. Replace whatever is there
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// (probably an empty frame) with the new frame.
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MOZ_ASSERT(MayDiscard());
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MOZ_ASSERT(mInsertIndex < mFrames.Length());
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if (mInsertIndex > 0) {
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MOZ_ASSERT(!mFrames[mInsertIndex]);
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mFrames[mInsertIndex] = Move(aFrame);
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}
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} else if (mInsertIndex == mFrames.Length()) {
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// We are still on the first pass of the animation decoding, so this is
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// the first time we have seen this frame.
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mFrames.AppendElement(Move(aFrame));
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if (mInsertIndex == mThreshold) {
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// We just tripped over the threshold for the first time. This is our
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// chance to do any clearing of already displayed frames. After this,
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// we only need to release as we advance or force a restart.
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MOZ_ASSERT(MayDiscard());
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MOZ_ASSERT(mGetIndex < mInsertIndex);
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for (size_t i = 1; i < mGetIndex; ++i) {
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RawAccessFrameRef discard = Move(mFrames[i]);
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}
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}
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} else if (mInsertIndex > 0) {
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// We were forced to restart an animation before we decoded the last
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// frame. If we were discarding frames, then we tossed what we had
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// except for the first frame.
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MOZ_ASSERT(mInsertIndex < mFrames.Length());
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MOZ_ASSERT(!mFrames[mInsertIndex]);
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MOZ_ASSERT(MayDiscard());
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mFrames[mInsertIndex] = Move(aFrame);
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} else { // mInsertIndex == 0
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// We were forced to restart an animation before we decoded the last
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// frame. We don't need the redecoded first frame because we always keep
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// the original.
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MOZ_ASSERT(MayDiscard());
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}
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MOZ_ASSERT(mFrames[mInsertIndex]);
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++mInsertIndex;
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// Ensure we only request more decoded frames if we actually need them. If we
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// need to advance to a certain point in the animation on behalf of the owner,
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// then do so. This ensures we keep decoding. If the batch size is really
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// small (i.e. 1), it is possible advancing will request the decoder to
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// "restart", but we haven't told it to stop yet. Note that we skip the first
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// insert because we actually start "advanced" to the first frame anyways.
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bool continueDecoding = --mPending > 0;
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if (mAdvance > 0 && mInsertIndex > 1) {
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continueDecoding |= AdvanceInternal();
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--mAdvance;
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}
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return continueDecoding;
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}
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bool
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AnimationFrameBuffer::MarkComplete()
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{
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// We reached the end of the animation, the next frame we get, if we get
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// another, will be the first frame again.
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MOZ_ASSERT(mInsertIndex == mFrames.Length());
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mInsertIndex = 0;
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// Since we only request advancing when we want to resume at a certain point
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// in the animation, we should never exceed the number of frames.
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MOZ_ASSERT(mAdvance == 0);
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if (!mSizeKnown) {
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// We just received the last frame in the animation. Compact the frame array
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// because we know we won't need to grow beyond here.
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mSizeKnown = true;
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mFrames.Compact();
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if (!MayDiscard()) {
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// If we did not meet the threshold, then we know we want to keep all of the
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// frames. If we also hit the last frame, we don't want to ask for more.
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mPending = 0;
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}
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}
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return mPending > 0;
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}
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DrawableFrameRef
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AnimationFrameBuffer::Get(size_t aFrame)
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{
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// We should not have asked for a frame if we never inserted.
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if (mFrames.IsEmpty()) {
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MOZ_ASSERT_UNREACHABLE("Calling Get() when we have no frames");
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return DrawableFrameRef();
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}
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// If we don't have that frame, return an empty frame ref.
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if (aFrame >= mFrames.Length()) {
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return DrawableFrameRef();
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}
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// We've got the requested frame because we are not discarding frames. While
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// we typically should have not run out of frames since we ask for more before
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// we want them, it is possible the decoder is behind.
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if (!mFrames[aFrame]) {
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MOZ_ASSERT(MayDiscard());
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return DrawableFrameRef();
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}
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// If we are advancing on behalf of the animation, we don't expect it to be
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// getting any frames (besides the first) until we get the desired frame.
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MOZ_ASSERT(aFrame == 0 || mAdvance == 0);
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return mFrames[aFrame]->DrawableRef();
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}
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bool
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AnimationFrameBuffer::AdvanceTo(size_t aExpectedFrame)
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{
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// The owner should only be advancing once it has reached the requested frame
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// in the animation.
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MOZ_ASSERT(mAdvance == 0);
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bool restartDecoder = AdvanceInternal();
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// Advancing should always be successful, as it should only happen after the
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// owner has accessed the next (now current) frame.
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MOZ_ASSERT(mGetIndex == aExpectedFrame);
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return restartDecoder;
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}
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bool
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AnimationFrameBuffer::AdvanceInternal()
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{
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// We should not have advanced if we never inserted.
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if (mFrames.IsEmpty()) {
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MOZ_ASSERT_UNREACHABLE("Calling Advance() when we have no frames");
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return false;
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}
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// We only want to change the current frame index if we have advanced. This
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// means either a higher frame index, or going back to the beginning.
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size_t framesLength = mFrames.Length();
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// We should never have advanced beyond the frame buffer.
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MOZ_ASSERT(mGetIndex < framesLength);
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// We should never advance if the current frame is null -- it needs to know
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// the timeout from it at least to know when to advance.
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MOZ_ASSERT(mFrames[mGetIndex]);
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if (++mGetIndex == framesLength) {
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MOZ_ASSERT(mSizeKnown);
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mGetIndex = 0;
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}
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// The owner should have already accessed the next frame, so it should also
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// be available.
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MOZ_ASSERT(mFrames[mGetIndex]);
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// If we moved forward, that means we can remove the previous frame, assuming
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// that frame is not the first frame. If we looped and are back at the first
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// frame, we can remove the last frame.
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if (MayDiscard()) {
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RawAccessFrameRef discard;
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if (mGetIndex > 1) {
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discard = Move(mFrames[mGetIndex - 1]);
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} else if (mGetIndex == 0) {
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MOZ_ASSERT(mSizeKnown && framesLength > 1);
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discard = Move(mFrames[framesLength - 1]);
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}
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}
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if (!mSizeKnown || MayDiscard()) {
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// Calculate how many frames we have requested ahead of the current frame.
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size_t buffered = mPending;
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if (mGetIndex > mInsertIndex) {
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// It wrapped around and we are decoding the beginning again before the
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// the display has finished the loop.
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MOZ_ASSERT(mSizeKnown);
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buffered += mInsertIndex + framesLength - mGetIndex - 1;
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} else {
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buffered += mInsertIndex - mGetIndex - 1;
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}
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if (buffered < mBatch) {
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// If we have fewer frames than the batch size, then ask for more. If we
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// do not have any pending, then we know that there is no active decoding.
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mPending += mBatch;
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return mPending == mBatch;
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}
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}
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return false;
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}
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bool
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AnimationFrameBuffer::Reset()
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{
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// The animation needs to start back at the beginning.
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mGetIndex = 0;
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mAdvance = 0;
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if (!MayDiscard()) {
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// If we haven't crossed the threshold, then we know by definition we have
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// not discarded any frames. If we previously requested more frames, but
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// it would have been more than we would have buffered otherwise, we can
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// stop the decoding after one more frame.
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if (mPending > 1 && mInsertIndex - 1 >= mBatch * 2) {
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MOZ_ASSERT(!mSizeKnown);
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mPending = 1;
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}
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// Either the decoder is still running, or we have enough frames already.
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// No need for us to restart it.
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return false;
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}
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// If we are over the threshold, then we know we will have missing frames in
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// our buffer. The easiest thing to do is to drop everything but the first
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// frame and go back to the initial state.
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bool restartDecoder = mPending == 0;
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mInsertIndex = 0;
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mPending = 2 * mBatch;
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// Discard all frames besides the first, because the decoder always expects
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// that when it re-inserts a frame, it is not present. (It doesn't re-insert
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// the first frame.)
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for (size_t i = 1; i < mFrames.Length(); ++i) {
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RawAccessFrameRef discard = Move(mFrames[i]);
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}
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return restartDecoder;
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}
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} // namespace image
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} // namespace mozilla
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