Since we drop XP support, it is unnecessary to use SHGetStockIconInfo via LoadLibrary.
MozReview-Commit-ID: 4lvhVObHv5U
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extra : rebase_source : 04ac6f97e6a3eff7c52e11e3868da0939efd6ffe
The test does nothing if the animated images discarding pref isn't enabled.
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rename : image/test/crashtests/1249576-1.png => image/test/mochitest/infinite-apng.png
If the SurfaceCache discards our frames on another thread, the runnable that notifies us of that discard could race with a decode complete notification. So we can't rely on any ordering of SetDiscarded and NotifyDecodeComplete. Thus we must derive our state purely from the SurfaceCache (and mAnimationFinished from RasterImage).
We also update the image state in RequestRefresh (the main place where we use the state that is updated).
The other main place we use the state is GetCompositedFrame, but we don't update the state there. It should be fine because the only time this might lag behind reality is if the frames are discarded, and it should be fine to continue drawing the composited frame until the discard notification arrives.
The way that we tell that an animated image has all of its frames complete in the surface cache is less than ideal.
The SurfaceCache can discard on any thread at any time. So we could be in the middle of advancing frames of a fully decoded animated image and then the frames could disappear out from under us.
Making the code deal with that kind of a situation would make the logic very complicated. So instead just look up the frames once and pass them around, that way they never change during while we are advancing the frame.
Do this to allow GetTimeoutForFrame to be called for frames that haven't been decoded yet. Propagate a Maybe result where it makes sense. The remaining callers just bail if they get no return value. Many of them can just assert that they get a return value because they already got the same frame, so the timeout has to be available.
The logic is a little tricky because we have "Forever" timeouts that were sort of treated as error cases.
Instead of copying and concatenating strings into an mDest buffer in
SamplerStackFramePrintfRAII, require callers to keep the string buffer alive
for the duration of the current scope, and store the pointer to the annotation
string in the ProfileEntry. During stackwalking, concatenate the label and the
annotation (separated by a space) and store the resulting string in the
profile buffer.
MozReview-Commit-ID: GEjcLrhhdvb
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extra : rebase_source : 683749421ee2122805a249cf413e882ee5f33331
For animated images with finite animations we can finish running their animation. At which point we won't call RequestRefresh, and so we will never mark the composited frame as valid (since that is the only place we do that).
To fix this we mark the composited frame as valid when we finish decoding.
But we can do better than that, we can mark the composited frame as valid immediately when we create a new decoded since we are just drawing the final frame from now on.
The SurfaceCache can hold the first frame of a "static" decode as well as the animated frames in two seperate entries. We only care about what happens to the animated frames, so ignore OnSurfaceDiscarded for anything else.
To accomplish this we must pass the SurfaceKey to OnSurfaceDiscarded.
The pref has never been enabled, so this is quite surprising!
It is currently possible (and has been for quite a while) to discard animated images. All we need is the follow sequence of events.
1. Decode an animated image.
2. Move the animated image out of view (so it is not painted).
3. Call canvas.drawImage on the animated image (or anything else that asks for a first frame only decode). This creates a static entry in the surface cache for this first frame in addition to the animated entry. Because it is a static request we will also start a first frame decode. RasterImage::Decode calls SurfaceCache::UnlockEntries
https://dxr.mozilla.org/mozilla-central/rev/4ceb9062ea8f4113bfd1b3536ace4a840a72faa7/image/RasterImage.cpp#1166
and bam, the animated frames are now unlocked (even though the RasterImage, and it's entry in the surface cache is still locked).
4. Switch tabs, open about:memory and minimize memory to actual throw away the animated frames.
5. Switch back to the image tab, scroll the image back into view, it will not animate, it will just show the last composited frame forever.