2018-02-28 18:34:52 +00:00
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/* -*- 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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Bug 1609996 - Reorder some includes affected by the previous patches. r=froydnj
This was done by:
This was done by applying:
```
diff --git a/python/mozbuild/mozbuild/code-analysis/mach_commands.py b/python/mozbuild/mozbuild/code-analysis/mach_commands.py
index 789affde7bbf..fe33c4c7d4d1 100644
--- a/python/mozbuild/mozbuild/code-analysis/mach_commands.py
+++ b/python/mozbuild/mozbuild/code-analysis/mach_commands.py
@@ -2007,7 +2007,7 @@ class StaticAnalysis(MachCommandBase):
from subprocess import Popen, PIPE, check_output, CalledProcessError
diff_process = Popen(self._get_clang_format_diff_command(commit), stdout=PIPE)
- args = [sys.executable, clang_format_diff, "-p1", "-binary=%s" % clang_format]
+ args = [sys.executable, clang_format_diff, "-p1", "-binary=%s" % clang_format, '-sort-includes']
if not output_file:
args.append("-i")
```
Then running `./mach clang-format -c <commit-hash>`
Then undoing that patch.
Then running check_spidermonkey_style.py --fixup
Then running `./mach clang-format`
I had to fix four things:
* I needed to move <utility> back down in GuardObjects.h because I was hitting
obscure problems with our system include wrappers like this:
0:03.94 /usr/include/stdlib.h:550:14: error: exception specification in declaration does not match previous declaration
0:03.94 extern void *realloc (void *__ptr, size_t __size)
0:03.94 ^
0:03.94 /home/emilio/src/moz/gecko-2/obj-debug/dist/include/malloc_decls.h:53:1: note: previous declaration is here
0:03.94 MALLOC_DECL(realloc, void*, void*, size_t)
0:03.94 ^
0:03.94 /home/emilio/src/moz/gecko-2/obj-debug/dist/include/mozilla/mozalloc.h:22:32: note: expanded from macro 'MALLOC_DECL'
0:03.94 MOZ_MEMORY_API return_type name##_impl(__VA_ARGS__);
0:03.94 ^
0:03.94 <scratch space>:178:1: note: expanded from here
0:03.94 realloc_impl
0:03.94 ^
0:03.94 /home/emilio/src/moz/gecko-2/obj-debug/dist/include/mozmemory_wrap.h:142:41: note: expanded from macro 'realloc_impl'
0:03.94 #define realloc_impl mozmem_malloc_impl(realloc)
Which I really didn't feel like digging into.
* I had to restore the order of TrustOverrideUtils.h and related files in nss
because the .inc files depend on TrustOverrideUtils.h being included earlier.
* I had to add a missing include to RollingNumber.h
* Also had to partially restore include order in JsepSessionImpl.cpp to avoid
some -WError issues due to some static inline functions being defined in a
header but not used in the rest of the compilation unit.
Differential Revision: https://phabricator.services.mozilla.com/D60327
--HG--
extra : moz-landing-system : lando
2020-01-20 16:19:48 +00:00
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2020-01-20 16:18:20 +00:00
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#include <utility> // for Move
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2018-02-28 18:34:52 +00:00
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namespace mozilla {
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namespace image {
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2018-06-04 12:23:00 +00:00
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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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2018-11-29 19:38:28 +00:00
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++mSize;
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2018-06-04 12:23:00 +00:00
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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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2020-02-05 22:22:13 +00:00
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aMetadata.mIndex = i;
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2018-06-04 12:23:00 +00:00
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aCallback(aMetadata);
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});
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}
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}
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2018-06-04 12:29:50 +00:00
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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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2018-11-29 14:45:31 +00:00
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mFirstFrame(aQueue.mFrames[0]) {
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2018-06-04 12:29:50 +00:00
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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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2018-11-29 14:45:31 +00:00
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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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2018-06-04 12:29:50 +00:00
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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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2018-11-29 19:38:28 +00:00
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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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2018-06-04 12:29:50 +00:00
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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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2018-10-16 12:45:26 +00:00
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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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2018-06-04 12:29:50 +00:00
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MOZ_ASSERT(!mDisplay.empty());
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2018-10-16 12:45:26 +00:00
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MOZ_ASSERT(mDisplay.front());
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2018-06-04 12:29:50 +00:00
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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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2018-10-23 12:20:04 +00:00
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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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2018-06-04 12:29:50 +00:00
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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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2020-02-05 22:22:13 +00:00
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aMetadata.mIndex = 1;
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2018-06-04 12:29:50 +00:00
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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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2018-10-23 11:59:18 +00:00
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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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2018-06-04 12:29:50 +00:00
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}
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frame->AddSizeOfExcludingThis(aMallocSizeOf,
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[&](AddSizeOfCbData& aMetadata) {
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2020-02-05 22:22:13 +00:00
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aMetadata.mIndex = i;
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2018-06-04 12:29:50 +00:00
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aCallback(aMetadata);
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});
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}
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}
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2018-06-04 12:33:16 +00:00
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|
AnimationFrameRecyclingQueue::AnimationFrameRecyclingQueue(
|
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|
|
AnimationFrameRetainedBuffer&& aQueue)
|
|
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|
: AnimationFrameDiscardingQueue(std::move(aQueue)),
|
2018-11-26 12:30:50 +00:00
|
|
|
mForceUseFirstFrameRefreshArea(false) {
|
2018-06-04 12:33:16 +00:00
|
|
|
// In an ideal world, we would always save the already displayed frames for
|
|
|
|
// recycling but none of the frames were marked as recyclable. We will incur
|
|
|
|
// the extra allocation cost for a few more frames.
|
|
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|
mRecycling = true;
|
2018-11-29 18:59:53 +00:00
|
|
|
|
|
|
|
// Until we reach the end of the animation, set the first frame refresh area
|
|
|
|
// to match that of the full area of the first frame.
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|
|
mFirstFrameRefreshArea = mFirstFrame->GetRect();
|
2018-06-04 12:33:16 +00:00
|
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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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|
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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) {
|
2020-02-05 22:22:13 +00:00
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aMetadata.mIndex = 0; // Frame is not applicable
|
2018-06-04 12:33:16 +00:00
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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() {
|
2018-10-16 12:45:26 +00:00
|
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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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|
2018-06-04 12:33:16 +00:00
|
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|
MOZ_ASSERT(!mDisplay.empty());
|
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|
|
MOZ_ASSERT(mDisplay.front());
|
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|
|
|
2018-11-26 12:30:50 +00:00
|
|
|
// We have advanced past the first frame. That means the next frame we are
|
|
|
|
// putting in the queue to recycling is the first frame in the animation,
|
|
|
|
// and we no longer need to worry about having looped around.
|
|
|
|
if (mGetIndex == 1) {
|
|
|
|
mForceUseFirstFrameRefreshArea = false;
|
|
|
|
}
|
2018-06-04 12:33:16 +00:00
|
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|
2018-11-26 12:30:50 +00:00
|
|
|
RefPtr<imgFrame>& front = mDisplay.front();
|
|
|
|
RecycleEntry newEntry(mForceUseFirstFrameRefreshArea ? mFirstFrameRefreshArea
|
|
|
|
: front->GetDirtyRect());
|
2018-06-04 12:33:16 +00:00
|
|
|
|
|
|
|
// If we are allowed to recycle the frame, then we should save it before the
|
|
|
|
// base class's AdvanceInternal discards it.
|
2019-01-10 12:42:12 +00:00
|
|
|
newEntry.mFrame = std::move(front);
|
2018-06-04 12:33:16 +00:00
|
|
|
|
|
|
|
// Even if the frame itself isn't saved, we want the dirty rect to calculate
|
|
|
|
// the recycle rect for future recycled frames.
|
|
|
|
mRecycle.push_back(std::move(newEntry));
|
2018-10-16 12:45:26 +00:00
|
|
|
mDisplay.pop_front();
|
|
|
|
MOZ_ASSERT(!mDisplay.empty());
|
|
|
|
MOZ_ASSERT(mDisplay.front());
|
|
|
|
|
|
|
|
if (mDisplay.size() + mPending - 1 < mBatch) {
|
|
|
|
// If we have fewer frames than the batch size, then ask for more. If we
|
|
|
|
// do not have any pending, then we know that there is no active decoding.
|
|
|
|
//
|
|
|
|
// We limit the batch to avoid using the frame we just added to the queue.
|
|
|
|
// This gives other parts of the system time to switch to the new current
|
|
|
|
// frame, and maximize buffer reuse. In particular this is useful for
|
|
|
|
// WebRender which holds onto the previous frame for much longer.
|
|
|
|
size_t newPending = std::min(mPending + mBatch, mRecycle.size() - 1);
|
|
|
|
if (newPending == 0 && (mDisplay.size() <= 1 || mPending > 0)) {
|
|
|
|
// If we already have pending frames, then the decoder is active and we
|
|
|
|
// cannot go below one. If we are displaying the only frame we have, and
|
|
|
|
// there are none pending, then we must request at least one more frame to
|
|
|
|
// continue to animation, because we won't advance again without a new
|
|
|
|
// frame. This may cause us to skip recycling because the previous frame
|
|
|
|
// is still in use.
|
|
|
|
newPending = 1;
|
|
|
|
}
|
|
|
|
mPending = newPending;
|
|
|
|
}
|
2018-06-04 12:33:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool AnimationFrameRecyclingQueue::ResetInternal() {
|
2018-11-29 18:59:53 +00:00
|
|
|
// We should save any display frames that we can to save on at least the
|
|
|
|
// allocation. The first frame refresh area is guaranteed to be the aggregate
|
|
|
|
// dirty rect or the entire frame, and so the bare minimum area we can
|
|
|
|
// recycle. We don't need to worry about updating the dirty rect for the
|
|
|
|
// existing mRecycle entries, because that will happen in RecycleFrame when
|
|
|
|
// we try to pull out a frame to redecode the first frame.
|
|
|
|
for (RefPtr<imgFrame>& frame : mDisplay) {
|
2019-01-10 12:42:12 +00:00
|
|
|
RecycleEntry newEntry(mFirstFrameRefreshArea);
|
|
|
|
newEntry.mFrame = std::move(frame);
|
|
|
|
mRecycle.push_back(std::move(newEntry));
|
2018-11-29 18:59:53 +00:00
|
|
|
}
|
|
|
|
|
2018-06-04 12:33:16 +00:00
|
|
|
return AnimationFrameDiscardingQueue::ResetInternal();
|
|
|
|
}
|
|
|
|
|
|
|
|
RawAccessFrameRef AnimationFrameRecyclingQueue::RecycleFrame(
|
|
|
|
gfx::IntRect& aRecycleRect) {
|
2018-11-26 12:30:50 +00:00
|
|
|
if (mInsertIndex == 0) {
|
|
|
|
// If we are recreating the first frame, then we actually have already
|
|
|
|
// precomputed aggregate of the dirty rects as the first frame refresh
|
|
|
|
// area. We know that all of the frames still in the recycling queue
|
|
|
|
// need to take into account the same dirty rect because they are also
|
|
|
|
// frames which cross the boundary.
|
2021-04-23 02:21:00 +00:00
|
|
|
//
|
|
|
|
// Note that this may actually shrink the dirty rect if we estimated it
|
|
|
|
// earlier with the full frame size and now we have the actual, more
|
|
|
|
// conservative aggregate for the animation.
|
2018-11-26 12:30:50 +00:00
|
|
|
for (RecycleEntry& entry : mRecycle) {
|
|
|
|
entry.mDirtyRect = mFirstFrameRefreshArea;
|
|
|
|
}
|
|
|
|
// Until we advance to the first frame again, any subsequent recycled
|
|
|
|
// frames should also use the first frame refresh area.
|
|
|
|
mForceUseFirstFrameRefreshArea = true;
|
|
|
|
}
|
|
|
|
|
2018-06-04 12:33:16 +00:00
|
|
|
if (mRecycle.empty()) {
|
|
|
|
return RawAccessFrameRef();
|
|
|
|
}
|
|
|
|
|
2018-11-26 12:30:50 +00:00
|
|
|
RawAccessFrameRef recycledFrame;
|
2018-06-04 12:33:16 +00:00
|
|
|
if (mRecycle.front().mFrame) {
|
2018-11-26 12:30:50 +00:00
|
|
|
recycledFrame = mRecycle.front().mFrame->RawAccessRef();
|
|
|
|
MOZ_ASSERT(recycledFrame);
|
|
|
|
mRecycle.pop_front();
|
|
|
|
|
|
|
|
if (mForceUseFirstFrameRefreshArea) {
|
|
|
|
// We are still crossing the loop boundary and cannot rely upon the dirty
|
|
|
|
// rects of entries in mDisplay to be representative. E.g. The first frame
|
|
|
|
// is probably has a full frame dirty rect.
|
|
|
|
aRecycleRect = mFirstFrameRefreshArea;
|
|
|
|
} else {
|
|
|
|
// Calculate the recycle rect for the recycled frame. This is the
|
|
|
|
// cumulative dirty rect of all of the frames ahead of us to be displayed,
|
|
|
|
// and to be used for recycling. Or in other words, the dirty rect between
|
|
|
|
// the recycled frame and the decoded frame which reuses the buffer.
|
|
|
|
//
|
|
|
|
// We know at this point that mRecycle contains either frames from the end
|
|
|
|
// of the animation with the first frame refresh area as the dirty rect
|
|
|
|
// (plus the first frame likewise) and frames with their actual dirty rect
|
|
|
|
// from the start. mDisplay should also only contain frames from the start
|
|
|
|
// of the animation onwards.
|
|
|
|
aRecycleRect.SetRect(0, 0, 0, 0);
|
|
|
|
for (const RefPtr<imgFrame>& frame : mDisplay) {
|
|
|
|
aRecycleRect = aRecycleRect.Union(frame->GetDirtyRect());
|
|
|
|
}
|
|
|
|
for (const RecycleEntry& entry : mRecycle) {
|
|
|
|
aRecycleRect = aRecycleRect.Union(entry.mDirtyRect);
|
|
|
|
}
|
2018-06-04 12:33:16 +00:00
|
|
|
}
|
2018-11-26 12:30:50 +00:00
|
|
|
} else {
|
|
|
|
mRecycle.pop_front();
|
2018-06-04 12:33:16 +00:00
|
|
|
}
|
|
|
|
|
2018-11-26 12:30:50 +00:00
|
|
|
return recycledFrame;
|
2018-06-04 12:33:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool AnimationFrameRecyclingQueue::MarkComplete(
|
|
|
|
const gfx::IntRect& aFirstFrameRefreshArea) {
|
|
|
|
bool continueDecoding =
|
|
|
|
AnimationFrameDiscardingQueue::MarkComplete(aFirstFrameRefreshArea);
|
|
|
|
|
2018-11-29 18:59:53 +00:00
|
|
|
// If we encounter a redecode error, just make the first frame refresh area to
|
|
|
|
// be the full frame, because we don't really know what we can safely recycle.
|
|
|
|
mFirstFrameRefreshArea =
|
|
|
|
mRedecodeError ? mFirstFrame->GetRect() : aFirstFrameRefreshArea;
|
2018-06-04 12:33:16 +00:00
|
|
|
return continueDecoding;
|
|
|
|
}
|
|
|
|
|
2018-02-28 18:34:52 +00:00
|
|
|
} // namespace image
|
|
|
|
} // namespace mozilla
|