зеркало из https://github.com/mozilla/gecko-dev.git
483 строки
18 KiB
C++
483 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 "FrameAnimator.h"
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#include "mozilla/Move.h"
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#include "mozilla/CheckedInt.h"
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#include "imgIContainer.h"
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#include "LookupResult.h"
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#include "RasterImage.h"
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#include "gfxPrefs.h"
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namespace mozilla {
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using namespace gfx;
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namespace image {
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///////////////////////////////////////////////////////////////////////////////
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// AnimationState implementation.
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///////////////////////////////////////////////////////////////////////////////
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const gfx::IntRect AnimationState::UpdateState(
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bool aAnimationFinished, RasterImage* aImage, const gfx::IntSize& aSize,
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bool aAllowInvalidation /* = true */) {
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LookupResult result = SurfaceCache::Lookup(
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ImageKey(aImage),
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RasterSurfaceKey(aSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
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/* aMarkUsed = */ false);
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return UpdateStateInternal(result, aAnimationFinished, aSize,
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aAllowInvalidation);
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}
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const gfx::IntRect AnimationState::UpdateStateInternal(
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LookupResult& aResult, bool aAnimationFinished, const gfx::IntSize& aSize,
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bool aAllowInvalidation /* = true */) {
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// Update mDiscarded and mIsCurrentlyDecoded.
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if (aResult.Type() == MatchType::NOT_FOUND) {
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// no frames, we've either been discarded, or never been decoded before.
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mDiscarded = mHasBeenDecoded;
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mIsCurrentlyDecoded = false;
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} else if (aResult.Type() == MatchType::PENDING) {
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// no frames yet, but a decoder is or will be working on it.
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mDiscarded = false;
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mIsCurrentlyDecoded = false;
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mHasRequestedDecode = true;
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} else {
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MOZ_ASSERT(aResult.Type() == MatchType::EXACT);
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mDiscarded = false;
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mHasRequestedDecode = true;
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// If mHasBeenDecoded is true then we know the true total frame count and
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// we can use it to determine if we have all the frames now so we know if
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// we are currently fully decoded.
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// If mHasBeenDecoded is false then we'll get another UpdateState call
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// when the decode finishes.
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if (mHasBeenDecoded) {
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Maybe<uint32_t> frameCount = FrameCount();
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MOZ_ASSERT(frameCount.isSome());
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mIsCurrentlyDecoded = aResult.Surface().IsFullyDecoded();
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}
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}
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gfx::IntRect ret;
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if (aAllowInvalidation) {
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// Update the value of mCompositedFrameInvalid.
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if (mIsCurrentlyDecoded || aAnimationFinished) {
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// Animated images that have finished their animation (ie because it is a
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// finite length animation) don't have RequestRefresh called on them, and
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// so mCompositedFrameInvalid would never get cleared. We clear it here
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// (and also in RasterImage::Decode when we create a decoder for an image
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// that has finished animated so it can display sooner than waiting until
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// the decode completes). We also do it if we are fully decoded. This is
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// safe to do for images that aren't finished animating because before we
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// paint the refresh driver will call into us to advance to the correct
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// frame, and that will succeed because we have all the frames.
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if (mCompositedFrameInvalid) {
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// Invalidate if we are marking the composited frame valid.
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ret.SizeTo(aSize);
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}
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mCompositedFrameInvalid = false;
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} else if (aResult.Type() == MatchType::NOT_FOUND ||
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aResult.Type() == MatchType::PENDING) {
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if (mHasRequestedDecode) {
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MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
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mCompositedFrameInvalid = true;
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}
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}
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// Otherwise don't change the value of mCompositedFrameInvalid, it will be
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// updated by RequestRefresh.
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}
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return ret;
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}
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void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded = true; }
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void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; }
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void AnimationState::SetAnimationMode(uint16_t aAnimationMode) {
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mAnimationMode = aAnimationMode;
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}
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void AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount) {
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if (aFrameCount <= mFrameCount) {
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// Nothing to do. Since we can redecode animated images, we may see the same
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// sequence of updates replayed again, so seeing a smaller frame count than
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// what we already know about doesn't indicate an error.
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return;
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}
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MOZ_ASSERT(!mHasBeenDecoded, "Adding new frames after decoding is finished?");
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MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?");
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mFrameCount = aFrameCount;
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}
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Maybe<uint32_t> AnimationState::FrameCount() const {
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return mHasBeenDecoded ? Some(mFrameCount) : Nothing();
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}
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void AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea) {
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mFirstFrameRefreshArea = aRefreshArea;
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}
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void AnimationState::InitAnimationFrameTimeIfNecessary() {
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if (mCurrentAnimationFrameTime.IsNull()) {
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mCurrentAnimationFrameTime = TimeStamp::Now();
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}
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}
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void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) {
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mCurrentAnimationFrameTime = aTime;
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}
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bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime) {
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if (!gfxPrefs::ImageAnimatedResumeFromLastDisplayed() ||
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mCurrentAnimationFrameTime >= aTime) {
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return false;
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}
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// We are configured to stop an animation when it is out of view, and restart
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// it from the same point when it comes back into view. The same applies if it
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// was discarded while out of view.
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mCurrentAnimationFrameTime = aTime;
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return true;
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}
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uint32_t AnimationState::GetCurrentAnimationFrameIndex() const {
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return mCurrentAnimationFrameIndex;
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}
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FrameTimeout AnimationState::LoopLength() const {
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// If we don't know the loop length yet, we have to treat it as infinite.
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if (!mLoopLength) {
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return FrameTimeout::Forever();
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}
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MOZ_ASSERT(mHasBeenDecoded,
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"We know the loop length but decoding isn't done?");
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// If we're not looping, a single loop time has no meaning.
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if (mAnimationMode != imgIContainer::kNormalAnimMode) {
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return FrameTimeout::Forever();
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}
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return *mLoopLength;
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}
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///////////////////////////////////////////////////////////////////////////////
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// FrameAnimator implementation.
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///////////////////////////////////////////////////////////////////////////////
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TimeStamp FrameAnimator::GetCurrentImgFrameEndTime(
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AnimationState& aState, FrameTimeout aCurrentTimeout) const {
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if (aCurrentTimeout == FrameTimeout::Forever()) {
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// We need to return a sentinel value in this case, because our logic
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// doesn't work correctly if we have an infinitely long timeout. We use one
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// year in the future as the sentinel because it works with the loop in
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// RequestRefresh() below.
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// XXX(seth): It'd be preferable to make our logic work correctly with
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// infinitely long timeouts.
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return TimeStamp::NowLoRes() + TimeDuration::FromMilliseconds(31536000.0);
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}
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TimeDuration durationOfTimeout =
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TimeDuration::FromMilliseconds(double(aCurrentTimeout.AsMilliseconds()));
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return aState.mCurrentAnimationFrameTime + durationOfTimeout;
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}
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RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState,
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DrawableSurface& aFrames,
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RefPtr<imgFrame>& aCurrentFrame,
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TimeStamp aTime) {
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AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS);
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RefreshResult ret;
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// Determine what the next frame is, taking into account looping.
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uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex;
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uint32_t nextFrameIndex = currentFrameIndex + 1;
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// Check if we're at the end of the loop. (FrameCount() returns Nothing() if
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// we don't know the total count yet.)
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if (aState.FrameCount() == Some(nextFrameIndex)) {
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// If we are not looping forever, initialize the loop counter
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if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) {
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aState.mLoopRemainingCount = aState.LoopCount();
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}
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// If animation mode is "loop once", or we're at end of loop counter,
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// it's time to stop animating.
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if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
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aState.mLoopRemainingCount == 0) {
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ret.mAnimationFinished = true;
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}
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nextFrameIndex = 0;
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if (aState.mLoopRemainingCount > 0) {
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aState.mLoopRemainingCount--;
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}
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// If we're done, exit early.
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if (ret.mAnimationFinished) {
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return ret;
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}
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}
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if (nextFrameIndex >= aState.KnownFrameCount()) {
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// We've already advanced to the last decoded frame, nothing more we can do.
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// We're blocked by network/decoding from displaying the animation at the
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// rate specified, so that means the frame we are displaying (the latest
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// available) is the frame we want to be displaying at this time. So we
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// update the current animation time. If we didn't update the current
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// animation time then it could lag behind, which would indicate that we are
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// behind in the animation and should try to catch up. When we are done
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// decoding (and thus can loop around back to the start of the animation) we
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// would then jump to a random point in the animation to try to catch up.
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// But we were never behind in the animation.
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aState.mCurrentAnimationFrameTime = aTime;
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return ret;
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}
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// There can be frames in the surface cache with index >= KnownFrameCount()
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// which GetRawFrame() can access because an async decoder has decoded them,
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// but which AnimationState doesn't know about yet because we haven't received
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// the appropriate notification on the main thread. Make sure we stay in sync
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// with AnimationState.
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MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount());
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RefPtr<imgFrame> nextFrame = aFrames.GetFrame(nextFrameIndex);
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// We should always check to see if we have the next frame even if we have
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// previously finished decoding. If we needed to redecode (e.g. due to a draw
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// failure) we would have discarded all the old frames and may not yet have
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// the new ones. DrawableSurface::RawAccessRef promises to only return
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// finished frames.
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if (!nextFrame) {
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// Uh oh, the frame we want to show is currently being decoded (partial).
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// Similar to the above case, we could be blocked by network or decoding,
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// and so we should advance our current time rather than risk jumping
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// through the animation. We will wait until the next refresh driver tick
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// and try again.
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aState.mCurrentAnimationFrameTime = aTime;
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return ret;
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}
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if (nextFrame->GetTimeout() == FrameTimeout::Forever()) {
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ret.mAnimationFinished = true;
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}
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if (nextFrameIndex == 0) {
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ret.mDirtyRect = aState.FirstFrameRefreshArea();
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} else {
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ret.mDirtyRect = nextFrame->GetDirtyRect();
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}
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aState.mCurrentAnimationFrameTime =
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GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
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// If we can get closer to the current time by a multiple of the image's loop
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// time, we should. We can only do this if we're done decoding; otherwise, we
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// don't know the full loop length, and LoopLength() will have to return
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// FrameTimeout::Forever(). We also skip this for images with a finite loop
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// count if we have initialized mLoopRemainingCount (it only gets initialized
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// after one full loop).
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FrameTimeout loopTime = aState.LoopLength();
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if (loopTime != FrameTimeout::Forever() &&
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(aState.LoopCount() < 0 || aState.mLoopRemainingCount >= 0)) {
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TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime;
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if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) {
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// Explicitly use integer division to get the floor of the number of
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// loops.
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uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) /
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loopTime.AsMilliseconds();
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// If we have a finite loop count limit the number of loops we advance.
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if (aState.mLoopRemainingCount >= 0) {
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MOZ_ASSERT(aState.LoopCount() >= 0);
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loops =
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std::min(loops, CheckedUint64(aState.mLoopRemainingCount).value());
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}
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aState.mCurrentAnimationFrameTime +=
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TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds());
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if (aState.mLoopRemainingCount >= 0) {
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MOZ_ASSERT(loops <= CheckedUint64(aState.mLoopRemainingCount).value());
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aState.mLoopRemainingCount -= CheckedInt32(loops).value();
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}
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}
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}
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// Set currentAnimationFrameIndex at the last possible moment
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aState.mCurrentAnimationFrameIndex = nextFrameIndex;
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aState.mCompositedFrameRequested = false;
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aCurrentFrame = std::move(nextFrame);
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aFrames.Advance(nextFrameIndex);
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// If we're here, we successfully advanced the frame.
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ret.mFrameAdvanced = true;
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return ret;
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}
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void FrameAnimator::ResetAnimation(AnimationState& aState) {
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aState.ResetAnimation();
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// Our surface provider is synchronized to our state, so we need to reset its
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// state as well, if we still have one.
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LookupResult result = SurfaceCache::Lookup(
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ImageKey(mImage),
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RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
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/* aMarkUsed = */ false);
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if (!result) {
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return;
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}
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result.Surface().Reset();
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}
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RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState,
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const TimeStamp& aTime,
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bool aAnimationFinished) {
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// By default, an empty RefreshResult.
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RefreshResult ret;
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if (aState.IsDiscarded()) {
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aState.MaybeAdvanceAnimationFrameTime(aTime);
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return ret;
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}
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// Get the animation frames once now, and pass them down to callees because
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// the surface could be discarded at anytime on a different thread. This is
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// must easier to reason about then trying to write code that is safe to
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// having the surface disappear at anytime.
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LookupResult result = SurfaceCache::Lookup(
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ImageKey(mImage),
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RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
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/* aMarkUsed = */ true);
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ret.mDirtyRect =
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aState.UpdateStateInternal(result, aAnimationFinished, mSize);
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if (aState.IsDiscarded() || !result) {
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aState.MaybeAdvanceAnimationFrameTime(aTime);
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if (!ret.mDirtyRect.IsEmpty()) {
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ret.mFrameAdvanced = true;
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}
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return ret;
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}
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RefPtr<imgFrame> currentFrame =
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result.Surface().GetFrame(aState.mCurrentAnimationFrameIndex);
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// only advance the frame if the current time is greater than or
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// equal to the current frame's end time.
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if (!currentFrame) {
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MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
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MOZ_ASSERT(aState.GetHasRequestedDecode() &&
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!aState.GetIsCurrentlyDecoded());
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MOZ_ASSERT(aState.mCompositedFrameInvalid);
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// Nothing we can do but wait for our previous current frame to be decoded
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// again so we can determine what to do next.
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aState.MaybeAdvanceAnimationFrameTime(aTime);
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return ret;
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}
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TimeStamp currentFrameEndTime =
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GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
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// If nothing has accessed the composited frame since the last time we
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// advanced, then there is no point in continuing to advance the animation.
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// This has the effect of freezing the animation while not in view.
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if (!aState.mCompositedFrameRequested &&
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aState.MaybeAdvanceAnimationFrameTime(aTime)) {
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return ret;
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}
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while (currentFrameEndTime <= aTime) {
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TimeStamp oldFrameEndTime = currentFrameEndTime;
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RefreshResult frameRes =
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AdvanceFrame(aState, result.Surface(), currentFrame, aTime);
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// Accumulate our result for returning to callers.
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ret.Accumulate(frameRes);
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// currentFrame was updated by AdvanceFrame so it is still current.
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currentFrameEndTime =
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GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
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// If we didn't advance a frame, and our frame end time didn't change,
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// then we need to break out of this loop & wait for the frame(s)
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// to finish downloading.
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if (!frameRes.mFrameAdvanced && currentFrameEndTime == oldFrameEndTime) {
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break;
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}
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}
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// We should only mark the composited frame as valid and reset the dirty rect
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// if we advanced (meaning the next frame was actually produced somehow), the
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// composited frame was previously invalid (so we may need to repaint
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// everything) and either the frame index is valid (to know we were doing
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// blending on the main thread, instead of on the decoder threads in advance),
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// or the current frame is a full frame (blends off the main thread).
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//
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// If for some reason we forget to reset aState.mCompositedFrameInvalid, then
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// GetCompositedFrame will fail, even if we have all the data available for
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// display.
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if (currentFrameEndTime > aTime && aState.mCompositedFrameInvalid) {
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aState.mCompositedFrameInvalid = false;
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ret.mDirtyRect = IntRect(IntPoint(0, 0), mSize);
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}
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MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid);
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return ret;
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}
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LookupResult FrameAnimator::GetCompositedFrame(AnimationState& aState,
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bool aMarkUsed) {
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aState.mCompositedFrameRequested = true;
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LookupResult result = SurfaceCache::Lookup(
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ImageKey(mImage),
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RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
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aMarkUsed);
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if (aState.mCompositedFrameInvalid) {
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MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
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MOZ_ASSERT(aState.GetHasRequestedDecode());
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MOZ_ASSERT(!aState.GetIsCurrentlyDecoded());
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if (result.Type() == MatchType::NOT_FOUND) {
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return result;
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}
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return LookupResult(MatchType::PENDING);
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}
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// Otherwise return the raw frame. DoBlend is required to ensure that we only
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// hit this case if the frame is not paletted and doesn't require compositing.
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if (!result) {
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return result;
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}
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// Seek to the appropriate frame. If seeking fails, it means that we couldn't
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// get the frame we're looking for; treat this as if the lookup failed.
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if (NS_FAILED(result.Surface().Seek(aState.mCurrentAnimationFrameIndex))) {
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if (result.Type() == MatchType::NOT_FOUND) {
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return result;
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}
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return LookupResult(MatchType::PENDING);
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}
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return result;
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}
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} // namespace image
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} // namespace mozilla
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