gecko-dev/image/AnimationSurfaceProvider.cpp
sotaro 80f17b60f8 Bug 1651587 - Make image::Image released efficient on main thread r=aosmond
Current gecko dispatches tasks of releasing image::Image to main thread at some places. The task was dispatched individually. Then there were cases that the releasing took long time. It increased peak memory usage and caused a problem like Bug 1639280. When main thread is very busy like WebGL, it takes longer time until the Image is released on main thread. If Images are released quickly on main thread, we could reduce peak memory usage.

When SurfaceCache::ReleaseImageOnMainThread() is called, there could be already an ongoing task for releasing Image. It could reduce a duration until release on main thread.

Differential Revision: https://phabricator.services.mozilla.com/D82864
2020-07-10 14:34:01 +00:00

490 lines
17 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "AnimationSurfaceProvider.h"
#include "mozilla/StaticPrefs_image.h"
#include "mozilla/gfx/gfxVars.h"
#include "nsProxyRelease.h"
#include "DecodePool.h"
#include "Decoder.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace image {
AnimationSurfaceProvider::AnimationSurfaceProvider(
NotNull<RasterImage*> aImage, const SurfaceKey& aSurfaceKey,
NotNull<Decoder*> aDecoder, size_t aCurrentFrame)
: ISurfaceProvider(ImageKey(aImage.get()), aSurfaceKey,
AvailabilityState::StartAsPlaceholder()),
mImage(aImage.get()),
mDecodingMutex("AnimationSurfaceProvider::mDecoder"),
mDecoder(aDecoder.get()),
mFramesMutex("AnimationSurfaceProvider::mFrames") {
MOZ_ASSERT(!mDecoder->IsMetadataDecode(),
"Use MetadataDecodingTask for metadata decodes");
MOZ_ASSERT(!mDecoder->IsFirstFrameDecode(),
"Use DecodedSurfaceProvider for single-frame image decodes");
// Calculate how many frames we need to decode in this animation before we
// enter decode-on-demand mode.
IntSize frameSize = aSurfaceKey.Size();
size_t threshold =
(size_t(StaticPrefs::image_animated_decode_on_demand_threshold_kb()) *
1024) /
(sizeof(uint32_t) * frameSize.width * frameSize.height);
size_t batch = StaticPrefs::image_animated_decode_on_demand_batch_size();
mFrames.reset(
new AnimationFrameRetainedBuffer(threshold, batch, aCurrentFrame));
}
AnimationSurfaceProvider::~AnimationSurfaceProvider() {
DropImageReference();
if (mDecoder) {
mDecoder->SetFrameRecycler(nullptr);
}
}
void AnimationSurfaceProvider::DropImageReference() {
if (!mImage) {
return; // Nothing to do.
}
// RasterImage objects need to be destroyed on the main thread.
SurfaceCache::ReleaseImageOnMainThread(mImage.forget());
}
void AnimationSurfaceProvider::Reset() {
// We want to go back to the beginning.
bool mayDiscard;
bool restartDecoder = false;
{
MutexAutoLock lock(mFramesMutex);
// If we have not crossed the threshold, we know we haven't discarded any
// frames, and thus we know it is safe move our display index back to the
// very beginning. It would be cleaner to let the frame buffer make this
// decision inside the AnimationFrameBuffer::Reset method, but if we have
// crossed the threshold, we need to hold onto the decoding mutex too. We
// should avoid blocking the main thread on the decoder threads.
mayDiscard = mFrames->MayDiscard();
if (!mayDiscard) {
restartDecoder = mFrames->Reset();
}
}
if (mayDiscard) {
// We are over the threshold and have started discarding old frames. In
// that case we need to seize the decoding mutex. Thankfully we know that
// we are in the process of decoding at most the batch size frames, so
// this should not take too long to acquire.
MutexAutoLock lock(mDecodingMutex);
// We may have hit an error while redecoding. Because FrameAnimator is
// tightly coupled to our own state, that means we would need to go through
// some heroics to resume animating in those cases. The typical reason for
// a redecode to fail is out of memory, and recycling should prevent most of
// those errors. When image.animated.generate-full-frames has shipped
// enabled on a release or two, we can simply remove the old FrameAnimator
// blending code and simplify this quite a bit -- just always pop the next
// full frame and timeout off the stack.
if (mDecoder) {
mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
MOZ_ASSERT(mDecoder);
MutexAutoLock lock2(mFramesMutex);
restartDecoder = mFrames->Reset();
} else {
MOZ_ASSERT(mFrames->HasRedecodeError());
}
}
if (restartDecoder) {
DecodePool::Singleton()->AsyncRun(this);
}
}
void AnimationSurfaceProvider::Advance(size_t aFrame) {
bool restartDecoder;
{
// Typical advancement of a frame.
MutexAutoLock lock(mFramesMutex);
restartDecoder = mFrames->AdvanceTo(aFrame);
}
if (restartDecoder) {
DecodePool::Singleton()->AsyncRun(this);
}
}
DrawableFrameRef AnimationSurfaceProvider::DrawableRef(size_t aFrame) {
MutexAutoLock lock(mFramesMutex);
if (Availability().IsPlaceholder()) {
MOZ_ASSERT_UNREACHABLE("Calling DrawableRef() on a placeholder");
return DrawableFrameRef();
}
imgFrame* frame = mFrames->Get(aFrame, /* aForDisplay */ true);
if (!frame) {
return DrawableFrameRef();
}
return frame->DrawableRef();
}
already_AddRefed<imgFrame> AnimationSurfaceProvider::GetFrame(size_t aFrame) {
MutexAutoLock lock(mFramesMutex);
if (Availability().IsPlaceholder()) {
MOZ_ASSERT_UNREACHABLE("Calling GetFrame() on a placeholder");
return nullptr;
}
RefPtr<imgFrame> frame = mFrames->Get(aFrame, /* aForDisplay */ false);
MOZ_ASSERT_IF(frame, frame->IsFinished());
return frame.forget();
}
bool AnimationSurfaceProvider::IsFinished() const {
MutexAutoLock lock(mFramesMutex);
if (Availability().IsPlaceholder()) {
MOZ_ASSERT_UNREACHABLE("Calling IsFinished() on a placeholder");
return false;
}
return mFrames->IsFirstFrameFinished();
}
bool AnimationSurfaceProvider::IsFullyDecoded() const {
MutexAutoLock lock(mFramesMutex);
return mFrames->SizeKnown() && !mFrames->MayDiscard();
}
size_t AnimationSurfaceProvider::LogicalSizeInBytes() const {
// When decoding animated images, we need at most three live surfaces: the
// composited surface, the previous composited surface for
// DisposalMethod::RESTORE_PREVIOUS, and the surface we're currently decoding
// into. The composited surfaces are always BGRA. Although the surface we're
// decoding into may be paletted, and may be smaller than the real size of the
// image, we assume the worst case here.
// XXX(seth): Note that this is actually not accurate yet; we're storing the
// full sequence of frames, not just the three live surfaces mentioned above.
// Unfortunately there's no way to know in advance how many frames an
// animation has, so we really can't do better here. This will become correct
// once bug 1289954 is complete.
IntSize size = GetSurfaceKey().Size();
return 3 * size.width * size.height * sizeof(uint32_t);
}
void AnimationSurfaceProvider::AddSizeOfExcludingThis(
MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
// Note that the surface cache lock is already held here, and then we acquire
// mFramesMutex. For this method, this ordering is unavoidable, which means
// that we must be careful to always use the same ordering elsewhere.
MutexAutoLock lock(mFramesMutex);
mFrames->AddSizeOfExcludingThis(aMallocSizeOf, aCallback);
}
void AnimationSurfaceProvider::Run() {
MutexAutoLock lock(mDecodingMutex);
if (!mDecoder) {
MOZ_ASSERT_UNREACHABLE("Running after decoding finished?");
return;
}
while (true) {
// Run the decoder.
LexerResult result = mDecoder->Decode(WrapNotNull(this));
if (result.is<TerminalState>()) {
// We may have a new frame now, but it's not guaranteed - a decoding
// failure or truncated data may mean that no new frame got produced.
// Since we're not sure, rather than call CheckForNewFrameAtYield() here
// we call CheckForNewFrameAtTerminalState(), which handles both of these
// possibilities.
bool continueDecoding = CheckForNewFrameAtTerminalState();
FinishDecoding();
// Even if it is the last frame, we may not have enough frames buffered
// ahead of the current. If we are shutting down, we want to ensure we
// release the thread as soon as possible. The animation may advance even
// during shutdown, which keeps us decoding, and thus blocking the decode
// pool during teardown.
if (!mDecoder || !continueDecoding ||
DecodePool::Singleton()->IsShuttingDown()) {
return;
}
// Restart from the very beginning because the decoder was recreated.
continue;
}
// If there is output available we want to change the entry in the surface
// cache from a placeholder to an actual surface now before NotifyProgress
// call below so that when consumers get the frame complete notification
// from the NotifyProgress they can actually get a surface from the surface
// cache.
bool checkForNewFrameAtYieldResult = false;
if (result == LexerResult(Yield::OUTPUT_AVAILABLE)) {
checkForNewFrameAtYieldResult = CheckForNewFrameAtYield();
}
// Notify for the progress we've made so far.
if (mImage && mDecoder->HasProgress()) {
NotifyProgress(WrapNotNull(mImage), WrapNotNull(mDecoder));
}
if (result == LexerResult(Yield::NEED_MORE_DATA)) {
// We can't make any more progress right now. The decoder itself will
// ensure that we get reenqueued when more data is available; just return
// for now.
return;
}
// There's new output available - a new frame! Grab it. If we don't need any
// more for the moment we can break out of the loop. If we are shutting
// down, we want to ensure we release the thread as soon as possible. The
// animation may advance even during shutdown, which keeps us decoding, and
// thus blocking the decode pool during teardown.
MOZ_ASSERT(result == LexerResult(Yield::OUTPUT_AVAILABLE));
if (!checkForNewFrameAtYieldResult ||
DecodePool::Singleton()->IsShuttingDown()) {
return;
}
}
}
bool AnimationSurfaceProvider::CheckForNewFrameAtYield() {
mDecodingMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mDecoder);
bool justGotFirstFrame = false;
bool continueDecoding = false;
{
MutexAutoLock lock(mFramesMutex);
// Try to get the new frame from the decoder.
RefPtr<imgFrame> frame = mDecoder->GetCurrentFrame();
MOZ_ASSERT(mDecoder->HasFrameToTake());
mDecoder->ClearHasFrameToTake();
if (!frame) {
MOZ_ASSERT_UNREACHABLE("Decoder yielded but didn't produce a frame?");
return true;
}
// We should've gotten a different frame than last time.
MOZ_ASSERT(!mFrames->IsLastInsertedFrame(frame));
// Append the new frame to the list.
AnimationFrameBuffer::InsertStatus status =
mFrames->Insert(std::move(frame));
// If we hit a redecode error, then we actually want to stop. This happens
// when we tried to insert more frames than we originally had (e.g. the
// original decoder attempt hit an OOM error sooner than we did). Better to
// stop the animation than to get out of sync with FrameAnimator.
if (mFrames->HasRedecodeError()) {
mDecoder = nullptr;
return false;
}
switch (status) {
case AnimationFrameBuffer::InsertStatus::DISCARD_CONTINUE:
continueDecoding = true;
[[fallthrough]];
case AnimationFrameBuffer::InsertStatus::DISCARD_YIELD:
RequestFrameDiscarding();
break;
case AnimationFrameBuffer::InsertStatus::CONTINUE:
continueDecoding = true;
break;
case AnimationFrameBuffer::InsertStatus::YIELD:
break;
default:
MOZ_ASSERT_UNREACHABLE("Unhandled insert status!");
break;
}
// We only want to handle the first frame if it is the first pass for the
// animation decoder. The owning image will be cleared after that.
size_t frameCount = mFrames->Size();
if (frameCount == 1 && mImage) {
justGotFirstFrame = true;
}
}
if (justGotFirstFrame) {
AnnounceSurfaceAvailable();
}
return continueDecoding;
}
bool AnimationSurfaceProvider::CheckForNewFrameAtTerminalState() {
mDecodingMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mDecoder);
bool justGotFirstFrame = false;
bool continueDecoding;
{
MutexAutoLock lock(mFramesMutex);
// The decoder may or may not have a new frame for us at this point. Avoid
// reinserting the same frame again.
RefPtr<imgFrame> frame = mDecoder->GetCurrentFrame();
// If the decoder didn't finish a new frame (ie if, after starting the
// frame, it got an error and aborted the frame and the rest of the decode)
// that means it won't be reporting it to the image or FrameAnimator so we
// should ignore it too, that's what HasFrameToTake tracks basically.
if (!mDecoder->HasFrameToTake()) {
frame = nullptr;
} else {
MOZ_ASSERT(frame);
mDecoder->ClearHasFrameToTake();
}
if (!frame || mFrames->IsLastInsertedFrame(frame)) {
return mFrames->MarkComplete(mDecoder->GetFirstFrameRefreshArea());
}
// Append the new frame to the list.
AnimationFrameBuffer::InsertStatus status =
mFrames->Insert(std::move(frame));
// If we hit a redecode error, then we actually want to stop. This will be
// fully handled in FinishDecoding.
if (mFrames->HasRedecodeError()) {
return false;
}
switch (status) {
case AnimationFrameBuffer::InsertStatus::DISCARD_CONTINUE:
case AnimationFrameBuffer::InsertStatus::DISCARD_YIELD:
RequestFrameDiscarding();
break;
case AnimationFrameBuffer::InsertStatus::CONTINUE:
case AnimationFrameBuffer::InsertStatus::YIELD:
break;
default:
MOZ_ASSERT_UNREACHABLE("Unhandled insert status!");
break;
}
continueDecoding =
mFrames->MarkComplete(mDecoder->GetFirstFrameRefreshArea());
// We only want to handle the first frame if it is the first pass for the
// animation decoder. The owning image will be cleared after that.
if (mFrames->Size() == 1 && mImage) {
justGotFirstFrame = true;
}
}
if (justGotFirstFrame) {
AnnounceSurfaceAvailable();
}
return continueDecoding;
}
void AnimationSurfaceProvider::RequestFrameDiscarding() {
mDecodingMutex.AssertCurrentThreadOwns();
mFramesMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mDecoder);
if (mFrames->MayDiscard() || mFrames->IsRecycling()) {
MOZ_ASSERT_UNREACHABLE("Already replaced frame queue!");
return;
}
auto oldFrameQueue =
static_cast<AnimationFrameRetainedBuffer*>(mFrames.get());
MOZ_ASSERT(!mDecoder->GetFrameRecycler());
if (StaticPrefs::image_animated_decode_on_demand_recycle_AtStartup()) {
mFrames.reset(new AnimationFrameRecyclingQueue(std::move(*oldFrameQueue)));
mDecoder->SetFrameRecycler(this);
} else {
mFrames.reset(new AnimationFrameDiscardingQueue(std::move(*oldFrameQueue)));
}
}
void AnimationSurfaceProvider::AnnounceSurfaceAvailable() {
mFramesMutex.AssertNotCurrentThreadOwns();
MOZ_ASSERT(mImage);
// We just got the first frame; let the surface cache know. We deliberately do
// this outside of mFramesMutex to avoid a potential deadlock with
// AddSizeOfExcludingThis(), since otherwise we'd be acquiring mFramesMutex
// and then the surface cache lock, while the memory reporting code would
// acquire the surface cache lock and then mFramesMutex.
SurfaceCache::SurfaceAvailable(WrapNotNull(this));
}
void AnimationSurfaceProvider::FinishDecoding() {
mDecodingMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mDecoder);
if (mImage) {
// Send notifications.
NotifyDecodeComplete(WrapNotNull(mImage), WrapNotNull(mDecoder));
}
// Determine if we need to recreate the decoder, in case we are discarding
// frames and need to loop back to the beginning.
bool recreateDecoder;
{
MutexAutoLock lock(mFramesMutex);
recreateDecoder = !mFrames->HasRedecodeError() && mFrames->MayDiscard();
}
if (recreateDecoder) {
mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
MOZ_ASSERT(mDecoder);
} else {
mDecoder = nullptr;
}
// We don't need a reference to our image anymore, either, and we don't want
// one. We may be stored in the surface cache for a long time after decoding
// finishes. If we don't drop our reference to the image, we'll end up
// keeping it alive as long as we remain in the surface cache, which could
// greatly extend the image's lifetime - in fact, if the image isn't
// discardable, it'd result in a leak!
DropImageReference();
}
bool AnimationSurfaceProvider::ShouldPreferSyncRun() const {
MutexAutoLock lock(mDecodingMutex);
MOZ_ASSERT(mDecoder);
return mDecoder->ShouldSyncDecode(
StaticPrefs::image_mem_decode_bytes_at_a_time_AtStartup());
}
RawAccessFrameRef AnimationSurfaceProvider::RecycleFrame(
gfx::IntRect& aRecycleRect) {
MutexAutoLock lock(mFramesMutex);
MOZ_ASSERT(mFrames->IsRecycling());
return mFrames->RecycleFrame(aRecycleRect);
}
} // namespace image
} // namespace mozilla