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