gecko-dev/image/FrameAnimator.cpp

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/* -*- 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 <algorithm>
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));
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<uint32_t> 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<uint32_t>
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;
}
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.
///////////////////////////////////////////////////////////////////////////////
Maybe<TimeStamp>
FrameAnimator::GetCurrentImgFrameEndTime(AnimationState& aState,
DrawableSurface& aFrames) const
{
TimeStamp currentFrameTime = aState.mCurrentAnimationFrameTime;
Maybe<FrameTimeout> timeout =
GetTimeoutForFrame(aState, aFrames, aState.mCurrentAnimationFrameIndex);
if (timeout.isNothing()) {
MOZ_ASSERT(aState.GetHasRequestedDecode() && !aState.GetIsCurrentlyDecoded());
return Nothing();
}
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 Some(TimeStamp::NowLoRes() +
TimeDuration::FromMilliseconds(31536000.0));
}
TimeDuration durationOfTimeout =
TimeDuration::FromMilliseconds(double(timeout->AsMilliseconds()));
TimeStamp currentFrameEndTime = currentFrameTime + durationOfTimeout;
return Some(currentFrameEndTime);
}
RefreshResult
FrameAnimator::AdvanceFrame(AnimationState& aState,
DrawableSurface& aFrames,
TimeStamp aTime)
{
NS_ASSERTION(aTime <= TimeStamp::Now(),
"Given time appears to be in the future");
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());
RawAccessFrameRef nextFrame = GetRawFrame(aFrames, 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.
if (!nextFrame || !nextFrame->IsFinished()) {
// 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;
}
Maybe<FrameTimeout> nextFrameTimeout = GetTimeoutForFrame(aState, aFrames, nextFrameIndex);
// GetTimeoutForFrame can only return none if frame doesn't exist,
// but we just got it above.
MOZ_ASSERT(nextFrameTimeout.isSome());
if (*nextFrameTimeout == FrameTimeout::Forever()) {
ret.mAnimationFinished = true;
}
if (nextFrameIndex == 0) {
ret.mDirtyRect = aState.FirstFrameRefreshArea();
} else {
MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1);
// Change frame
if (!DoBlend(aFrames, &ret.mDirtyRect, currentFrameIndex, nextFrameIndex)) {
// something went wrong, move on to next
NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed");
nextFrame->SetCompositingFailed(true);
Maybe<TimeStamp> currentFrameEndTime = GetCurrentImgFrameEndTime(aState, aFrames);
MOZ_ASSERT(currentFrameEndTime.isSome());
aState.mCurrentAnimationFrameTime = *currentFrameEndTime;
aState.mCurrentAnimationFrameIndex = nextFrameIndex;
aFrames.Advance(nextFrameIndex);
return ret;
}
nextFrame->SetCompositingFailed(false);
}
Maybe<TimeStamp> currentFrameEndTime = GetCurrentImgFrameEndTime(aState, aFrames);
MOZ_ASSERT(currentFrameEndTime.isSome());
aState.mCurrentAnimationFrameTime = *currentFrameEndTime;
// 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<uint64_t>(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;
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));
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()) {
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));
ret.mDirtyRect = aState.UpdateStateInternal(result, aAnimationFinished, mSize);
if (aState.IsDiscarded() || !result) {
if (!ret.mDirtyRect.IsEmpty()) {
ret.mFrameAdvanced = true;
}
return ret;
}
// only advance the frame if the current time is greater than or
// equal to the current frame's end time.
Maybe<TimeStamp> currentFrameEndTime =
GetCurrentImgFrameEndTime(aState, result.Surface());
if (currentFrameEndTime.isNothing()) {
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.
return ret;
}
while (*currentFrameEndTime <= aTime) {
TimeStamp oldFrameEndTime = *currentFrameEndTime;
RefreshResult frameRes = AdvanceFrame(aState, result.Surface(), aTime);
// Accumulate our result for returning to callers.
ret.Accumulate(frameRes);
currentFrameEndTime = GetCurrentImgFrameEndTime(aState, result.Surface());
// AdvanceFrame can't advance to a frame that doesn't exist yet.
MOZ_ASSERT(currentFrameEndTime.isSome());
// 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;
}
}
// Advanced to the correct frame, the composited frame is now valid to be drawn.
if (*currentFrameEndTime > aTime) {
aState.mCompositedFrameInvalid = false;
ret.mDirtyRect = IntRect(IntPoint(0,0), mSize);
}
MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid);
return ret;
}
LookupResult
FrameAnimator::GetCompositedFrame(AnimationState& aState)
{
LookupResult result =
SurfaceCache::Lookup(ImageKey(mImage),
RasterSurfaceKey(mSize,
DefaultSurfaceFlags(),
PlaybackType::eAnimated));
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);
}
// If we have a composited version of this frame, return that.
if (mLastCompositedFrameIndex >= 0 &&
(uint32_t(mLastCompositedFrameIndex) == aState.mCurrentAnimationFrameIndex)) {
return LookupResult(DrawableSurface(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.
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;
}
Maybe<FrameTimeout>
FrameAnimator::GetTimeoutForFrame(AnimationState& aState,
DrawableSurface& aFrames,
uint32_t aFrameNum) const
{
RawAccessFrameRef frame = GetRawFrame(aFrames, aFrameNum);
if (frame) {
AnimationData data = frame->GetAnimationData();
return Some(data.mTimeout);
}
MOZ_ASSERT(aState.mHasRequestedDecode && !aState.mIsCurrentlyDecoded);
return Nothing();
}
static void
DoCollectSizeOfCompositingSurfaces(const RawAccessFrameRef& aSurface,
SurfaceMemoryCounterType aType,
nsTArray<SurfaceMemoryCounter>& aCounters,
MallocSizeOf aMallocSizeOf)
{
// Concoct a SurfaceKey for this surface.
SurfaceKey key = RasterSurfaceKey(aSurface->GetImageSize(),
DefaultSurfaceFlags(),
PlaybackType::eStatic);
// Create a counter for this surface.
SurfaceMemoryCounter counter(key, /* aIsLocked = */ true,
/* aCannotSubstitute */ false,
/* aIsFactor2 */ false, aType);
// Extract the surface's memory usage information.
size_t heap = 0, nonHeap = 0, handles = 0;
aSurface->AddSizeOfExcludingThis(aMallocSizeOf, heap, nonHeap, handles);
counter.Values().SetDecodedHeap(heap);
counter.Values().SetDecodedNonHeap(nonHeap);
counter.Values().SetExternalHandles(handles);
// Record it.
aCounters.AppendElement(counter);
}
void
FrameAnimator::CollectSizeOfCompositingSurfaces(
nsTArray<SurfaceMemoryCounter>& aCounters,
MallocSizeOf aMallocSizeOf) const
{
if (mCompositingFrame) {
DoCollectSizeOfCompositingSurfaces(mCompositingFrame,
SurfaceMemoryCounterType::COMPOSITING,
aCounters,
aMallocSizeOf);
}
if (mCompositingPrevFrame) {
DoCollectSizeOfCompositingSurfaces(mCompositingPrevFrame,
SurfaceMemoryCounterType::COMPOSITING_PREV,
aCounters,
aMallocSizeOf);
}
}
RawAccessFrameRef
FrameAnimator::GetRawFrame(DrawableSurface& aFrames, uint32_t aFrameNum) const
{
// Seek to the frame we want. If seeking fails, it means we couldn't get the
// frame we're looking for, so we bail here to avoid returning the wrong frame
// to the caller.
if (NS_FAILED(aFrames.Seek(aFrameNum))) {
return RawAccessFrameRef(); // Not available yet.
}
return aFrames->RawAccessRef();
}
//******************************************************************************
// DoBlend gets called when the timer for animation get fired and we have to
// update the composited frame of the animation.
bool
FrameAnimator::DoBlend(DrawableSurface& aFrames,
IntRect* aDirtyRect,
uint32_t aPrevFrameIndex,
uint32_t aNextFrameIndex)
{
RawAccessFrameRef prevFrame = GetRawFrame(aFrames, aPrevFrameIndex);
RawAccessFrameRef nextFrame = GetRawFrame(aFrames, aNextFrameIndex);
MOZ_ASSERT(prevFrame && nextFrame, "Should have frames here");
AnimationData prevFrameData = prevFrame->GetAnimationData();
if (prevFrameData.mDisposalMethod == DisposalMethod::RESTORE_PREVIOUS &&
!mCompositingPrevFrame) {
prevFrameData.mDisposalMethod = DisposalMethod::CLEAR;
}
IntRect prevRect = prevFrameData.mBlendRect
? prevFrameData.mRect.Intersect(*prevFrameData.mBlendRect)
: prevFrameData.mRect;
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 &&
(prevFrameData.mDisposalMethod == DisposalMethod::CLEAR)) {
prevFrameData.mDisposalMethod = DisposalMethod::CLEAR_ALL;
}
AnimationData nextFrameData = nextFrame->GetAnimationData();
IntRect nextRect = nextFrameData.mBlendRect
? nextFrameData.mRect.Intersect(*nextFrameData.mBlendRect)
: nextFrameData.mRect;
bool isFullNextFrame = nextRect.IsEqualRect(0, 0, mSize.width, 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 = 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 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(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<imgFrame> 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;
}
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 ((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 (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,
prevRect);
}
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,
prevRect,
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<imgFrame> newFrame = new imgFrame;
nsresult rv = newFrame->InitForAnimator(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 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 Maybe<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<uint32_t*>(aDstPixels);
const uint32_t* colormap = reinterpret_cast<const uint32_t*>(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<uint32_t*>(const_cast<uint8_t*>(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<uint32_t*>(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