зеркало из https://github.com/mozilla/gecko-dev.git
478 строки
18 KiB
C++
478 строки
18 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 <utility> // for Move
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namespace mozilla {
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namespace image {
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AnimationFrameRetainedBuffer::AnimationFrameRetainedBuffer(size_t aThreshold,
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size_t aBatch,
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size_t aStartFrame)
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: AnimationFrameBuffer(aBatch, aStartFrame), mThreshold(aThreshold) {
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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 AnimationFrameRetainedBuffer::InsertInternal(RefPtr<imgFrame>&& aFrame) {
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// We should only insert new frames if we actually asked for them.
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MOZ_ASSERT(!mSizeKnown);
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MOZ_ASSERT(mFrames.Length() < mThreshold);
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++mSize;
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mFrames.AppendElement(std::move(aFrame));
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MOZ_ASSERT(mSize == mFrames.Length());
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return mSize < mThreshold;
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}
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bool AnimationFrameRetainedBuffer::ResetInternal() {
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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 && mSize >= mBatch * 2 + 1) {
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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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bool AnimationFrameRetainedBuffer::MarkComplete(
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const gfx::IntRect& aFirstFrameRefreshArea) {
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MOZ_ASSERT(!mSizeKnown);
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mSizeKnown = true;
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mPending = 0;
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mFrames.Compact();
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return false;
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}
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void AnimationFrameRetainedBuffer::AdvanceInternal() {
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// We should not have advanced if we never inserted.
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MOZ_ASSERT(!mFrames.IsEmpty());
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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_IF(mGetIndex > 0, mFrames[mGetIndex - 1]);
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MOZ_ASSERT_IF(mGetIndex == 0, mFrames[framesLength - 1]);
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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 (!mSizeKnown) {
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// Calculate how many frames we have requested ahead of the current frame.
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size_t buffered = mPending + framesLength - mGetIndex - 1;
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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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}
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}
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}
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imgFrame* AnimationFrameRetainedBuffer::Get(size_t aFrame, bool aForDisplay) {
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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 nullptr;
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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 nullptr;
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}
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// If we have space for the frame, it should always be available.
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if (!mFrames[aFrame]) {
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MOZ_ASSERT_UNREACHABLE("Calling Get() when frame is unavailable");
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return nullptr;
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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].get();
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}
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bool AnimationFrameRetainedBuffer::IsFirstFrameFinished() const {
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return !mFrames.IsEmpty() && mFrames[0]->IsFinished();
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}
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bool AnimationFrameRetainedBuffer::IsLastInsertedFrame(imgFrame* aFrame) const {
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return !mFrames.IsEmpty() && mFrames.LastElement().get() == aFrame;
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}
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void AnimationFrameRetainedBuffer::AddSizeOfExcludingThis(
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MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
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size_t i = 0;
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for (const RefPtr<imgFrame>& frame : mFrames) {
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++i;
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frame->AddSizeOfExcludingThis(aMallocSizeOf,
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[&](AddSizeOfCbData& aMetadata) {
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aMetadata.mIndex = i;
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aCallback(aMetadata);
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});
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}
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}
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AnimationFrameDiscardingQueue::AnimationFrameDiscardingQueue(
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AnimationFrameRetainedBuffer&& aQueue)
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: AnimationFrameBuffer(aQueue),
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mInsertIndex(aQueue.mFrames.Length()),
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mFirstFrame(aQueue.mFrames[0]) {
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MOZ_ASSERT(!mSizeKnown);
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MOZ_ASSERT(!mRedecodeError);
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MOZ_ASSERT(mInsertIndex > 0);
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mMayDiscard = true;
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// We avoided moving aQueue.mFrames[0] for mFirstFrame above because it is
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// possible the animation was reset back to the beginning, and then we crossed
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// the threshold without advancing further. That would mean mGetIndex is 0.
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for (size_t i = mGetIndex; i < mInsertIndex; ++i) {
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MOZ_ASSERT(aQueue.mFrames[i]);
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mDisplay.push_back(std::move(aQueue.mFrames[i]));
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}
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}
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bool AnimationFrameDiscardingQueue::InsertInternal(RefPtr<imgFrame>&& aFrame) {
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if (mInsertIndex == mSize) {
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if (mSizeKnown) {
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// We produced more frames on a subsequent decode than on the first pass.
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mRedecodeError = true;
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mPending = 0;
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return true;
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}
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++mSize;
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}
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// Even though we don't use redecoded first frames for display purposes, we
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// will still use them for recycling, so we still need to insert it.
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mDisplay.push_back(std::move(aFrame));
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++mInsertIndex;
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MOZ_ASSERT(mInsertIndex <= mSize);
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return true;
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}
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bool AnimationFrameDiscardingQueue::ResetInternal() {
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mDisplay.clear();
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mInsertIndex = 0;
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bool restartDecoder = mPending == 0;
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mPending = 2 * mBatch;
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return restartDecoder;
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}
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bool AnimationFrameDiscardingQueue::MarkComplete(
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const gfx::IntRect& aFirstFrameRefreshArea) {
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if (NS_WARN_IF(mInsertIndex != mSize)) {
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mRedecodeError = true;
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mPending = 0;
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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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mInsertIndex = 0;
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mSizeKnown = true;
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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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return mPending > 0;
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}
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void AnimationFrameDiscardingQueue::AdvanceInternal() {
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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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// We should never have advanced beyond the frame buffer.
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MOZ_ASSERT(mGetIndex < mSize);
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// We should have the current frame still in the display queue. Either way,
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// we should at least have an entry in the queue which we need to consume.
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MOZ_ASSERT(!mDisplay.empty());
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MOZ_ASSERT(mDisplay.front());
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mDisplay.pop_front();
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MOZ_ASSERT(!mDisplay.empty());
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MOZ_ASSERT(mDisplay.front());
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if (mDisplay.size() + mPending - 1 < 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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}
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}
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imgFrame* AnimationFrameDiscardingQueue::Get(size_t aFrame, bool aForDisplay) {
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// The first frame is stored separately. If we only need the frame for
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// display purposes, we can return it right away. If we need it for advancing
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// the animation, we want to verify the recreated first frame is available
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// before allowing it continue.
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if (aForDisplay && aFrame == 0) {
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return mFirstFrame.get();
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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 >= mSize) {
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return nullptr;
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}
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size_t offset;
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if (aFrame >= mGetIndex) {
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offset = aFrame - mGetIndex;
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} else if (!mSizeKnown) {
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MOZ_ASSERT_UNREACHABLE("Requesting previous frame after we have advanced!");
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return nullptr;
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} else {
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offset = mSize - mGetIndex + aFrame;
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}
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if (offset >= mDisplay.size()) {
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return nullptr;
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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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// If we have space for the frame, it should always be available.
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MOZ_ASSERT(mDisplay[offset]);
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return mDisplay[offset].get();
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}
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bool AnimationFrameDiscardingQueue::IsFirstFrameFinished() const {
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MOZ_ASSERT(mFirstFrame);
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MOZ_ASSERT(mFirstFrame->IsFinished());
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return true;
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}
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bool AnimationFrameDiscardingQueue::IsLastInsertedFrame(
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imgFrame* aFrame) const {
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return !mDisplay.empty() && mDisplay.back().get() == aFrame;
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}
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void AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(
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MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
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mFirstFrame->AddSizeOfExcludingThis(aMallocSizeOf,
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[&](AddSizeOfCbData& aMetadata) {
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aMetadata.mIndex = 1;
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aCallback(aMetadata);
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});
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size_t i = mGetIndex;
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for (const RefPtr<imgFrame>& frame : mDisplay) {
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++i;
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if (mSize < i) {
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i = 1;
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if (mFirstFrame.get() == frame.get()) {
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// First frame again, we already covered it above. We can have a
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// different frame in the first frame position in the discard queue
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// on subsequent passes of the animation. This is useful for recycling.
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continue;
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}
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}
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frame->AddSizeOfExcludingThis(aMallocSizeOf,
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[&](AddSizeOfCbData& aMetadata) {
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aMetadata.mIndex = i;
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aCallback(aMetadata);
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});
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}
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}
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AnimationFrameRecyclingQueue::AnimationFrameRecyclingQueue(
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AnimationFrameRetainedBuffer&& aQueue)
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: AnimationFrameDiscardingQueue(std::move(aQueue)),
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mForceUseFirstFrameRefreshArea(false) {
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// In an ideal world, we would always save the already displayed frames for
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// recycling but none of the frames were marked as recyclable. We will incur
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// the extra allocation cost for a few more frames.
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mRecycling = true;
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// Until we reach the end of the animation, set the first frame refresh area
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// to match that of the full area of the first frame.
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mFirstFrameRefreshArea = mFirstFrame->GetRect();
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}
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void AnimationFrameRecyclingQueue::AddSizeOfExcludingThis(
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MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
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AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(aMallocSizeOf,
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aCallback);
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for (const RecycleEntry& entry : mRecycle) {
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if (entry.mFrame) {
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entry.mFrame->AddSizeOfExcludingThis(
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aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) {
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aMetadata.mIndex = 0; // Frame is not applicable
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aCallback(aMetadata);
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});
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}
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}
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}
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void AnimationFrameRecyclingQueue::AdvanceInternal() {
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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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// We should never have advanced beyond the frame buffer.
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MOZ_ASSERT(mGetIndex < mSize);
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MOZ_ASSERT(!mDisplay.empty());
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MOZ_ASSERT(mDisplay.front());
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// We have advanced past the first frame. That means the next frame we are
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// putting in the queue to recycling is the first frame in the animation,
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// and we no longer need to worry about having looped around.
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if (mGetIndex == 1) {
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mForceUseFirstFrameRefreshArea = false;
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}
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RefPtr<imgFrame>& front = mDisplay.front();
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RecycleEntry newEntry(mForceUseFirstFrameRefreshArea ? mFirstFrameRefreshArea
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: front->GetDirtyRect());
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// If we are allowed to recycle the frame, then we should save it before the
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// base class's AdvanceInternal discards it.
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newEntry.mFrame = std::move(front);
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// Even if the frame itself isn't saved, we want the dirty rect to calculate
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// the recycle rect for future recycled frames.
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mRecycle.push_back(std::move(newEntry));
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mDisplay.pop_front();
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MOZ_ASSERT(!mDisplay.empty());
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MOZ_ASSERT(mDisplay.front());
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if (mDisplay.size() + mPending - 1 < 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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//
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// We limit the batch to avoid using the frame we just added to the queue.
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// This gives other parts of the system time to switch to the new current
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// frame, and maximize buffer reuse. In particular this is useful for
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// WebRender which holds onto the previous frame for much longer.
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size_t newPending = std::min(mPending + mBatch, mRecycle.size() - 1);
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if (newPending == 0 && (mDisplay.size() <= 1 || mPending > 0)) {
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// If we already have pending frames, then the decoder is active and we
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// cannot go below one. If we are displaying the only frame we have, and
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// there are none pending, then we must request at least one more frame to
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// continue to animation, because we won't advance again without a new
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// frame. This may cause us to skip recycling because the previous frame
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// is still in use.
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newPending = 1;
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}
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mPending = newPending;
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}
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}
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bool AnimationFrameRecyclingQueue::ResetInternal() {
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// We should save any display frames that we can to save on at least the
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// allocation. The first frame refresh area is guaranteed to be the aggregate
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// dirty rect or the entire frame, and so the bare minimum area we can
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// recycle. We don't need to worry about updating the dirty rect for the
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// existing mRecycle entries, because that will happen in RecycleFrame when
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// we try to pull out a frame to redecode the first frame.
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for (RefPtr<imgFrame>& frame : mDisplay) {
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RecycleEntry newEntry(mFirstFrameRefreshArea);
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newEntry.mFrame = std::move(frame);
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mRecycle.push_back(std::move(newEntry));
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}
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return AnimationFrameDiscardingQueue::ResetInternal();
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}
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RawAccessFrameRef AnimationFrameRecyclingQueue::RecycleFrame(
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gfx::IntRect& aRecycleRect) {
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if (mInsertIndex == 0) {
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// If we are recreating the first frame, then we actually have already
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// precomputed aggregate of the dirty rects as the first frame refresh
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// area. We know that all of the frames still in the recycling queue
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// need to take into account the same dirty rect because they are also
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// frames which cross the boundary.
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//
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// Note that this may actually shrink the dirty rect if we estimated it
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// earlier with the full frame size and now we have the actual, more
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// conservative aggregate for the animation.
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for (RecycleEntry& entry : mRecycle) {
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entry.mDirtyRect = mFirstFrameRefreshArea;
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}
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// Until we advance to the first frame again, any subsequent recycled
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// frames should also use the first frame refresh area.
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mForceUseFirstFrameRefreshArea = true;
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}
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if (mRecycle.empty()) {
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return RawAccessFrameRef();
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}
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RawAccessFrameRef recycledFrame;
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if (mRecycle.front().mFrame) {
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recycledFrame = mRecycle.front().mFrame->RawAccessRef();
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MOZ_ASSERT(recycledFrame);
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mRecycle.pop_front();
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if (mForceUseFirstFrameRefreshArea) {
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// We are still crossing the loop boundary and cannot rely upon the dirty
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// rects of entries in mDisplay to be representative. E.g. The first frame
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// is probably has a full frame dirty rect.
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aRecycleRect = mFirstFrameRefreshArea;
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} else {
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// Calculate the recycle rect for the recycled frame. This is the
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// cumulative dirty rect of all of the frames ahead of us to be displayed,
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// and to be used for recycling. Or in other words, the dirty rect between
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// the recycled frame and the decoded frame which reuses the buffer.
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//
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// We know at this point that mRecycle contains either frames from the end
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// of the animation with the first frame refresh area as the dirty rect
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// (plus the first frame likewise) and frames with their actual dirty rect
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// from the start. mDisplay should also only contain frames from the start
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// of the animation onwards.
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aRecycleRect.SetRect(0, 0, 0, 0);
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for (const RefPtr<imgFrame>& frame : mDisplay) {
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aRecycleRect = aRecycleRect.Union(frame->GetDirtyRect());
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}
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for (const RecycleEntry& entry : mRecycle) {
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aRecycleRect = aRecycleRect.Union(entry.mDirtyRect);
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}
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}
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} else {
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mRecycle.pop_front();
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}
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return recycledFrame;
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}
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bool AnimationFrameRecyclingQueue::MarkComplete(
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const gfx::IntRect& aFirstFrameRefreshArea) {
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bool continueDecoding =
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AnimationFrameDiscardingQueue::MarkComplete(aFirstFrameRefreshArea);
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// If we encounter a redecode error, just make the first frame refresh area to
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// be the full frame, because we don't really know what we can safely recycle.
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mFirstFrameRefreshArea =
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mRedecodeError ? mFirstFrame->GetRect() : aFirstFrameRefreshArea;
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return continueDecoding;
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}
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} // namespace image
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} // namespace mozilla
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