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265e672179
# ignore-this-changeset --HG-- extra : amend_source : 4d301d3b0b8711c4692392aa76088ba7fd7d1022
988 lines
38 KiB
C++
988 lines
38 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/MemoryReporting.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 "MainThreadUtils.h"
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#include "RasterImage.h"
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#include "gfxPrefs.h"
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#include "pixman.h"
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#include <algorithm>
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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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MOZ_ASSERT(nextFrame->IsFullFrame());
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ret.mDirtyRect = aState.FirstFrameRefreshArea();
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} else if (!nextFrame->IsFullFrame()) {
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MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1);
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RawAccessFrameRef currentRef =
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aCurrentFrame->RawAccessRef(/* aFinished */ true);
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RawAccessFrameRef nextRef = nextFrame->RawAccessRef(/* aFinished */ true);
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// Change frame
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if (!DoBlend(currentRef, nextRef, nextFrameIndex, &ret.mDirtyRect)) {
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// something went wrong, move on to next
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NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed");
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nextFrame->SetCompositingFailed(true);
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aState.mCurrentAnimationFrameTime =
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GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
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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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return ret;
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}
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nextFrame->SetCompositingFailed(false);
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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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(mLastCompositedFrameIndex >= 0 || currentFrame->IsFullFrame())) {
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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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// If we have a composited version of this frame, return that.
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if (!aState.mCompositedFrameInvalid && mLastCompositedFrameIndex >= 0 &&
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(uint32_t(mLastCompositedFrameIndex) ==
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aState.mCurrentAnimationFrameIndex)) {
|
|
return LookupResult(DrawableSurface(mCompositingFrame->DrawableRef()),
|
|
MatchType::EXACT);
|
|
}
|
|
|
|
LookupResult result = SurfaceCache::Lookup(
|
|
ImageKey(mImage),
|
|
RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
|
|
aMarkUsed);
|
|
|
|
if (aState.mCompositedFrameInvalid) {
|
|
MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
|
|
MOZ_ASSERT(aState.GetHasRequestedDecode());
|
|
MOZ_ASSERT(!aState.GetIsCurrentlyDecoded());
|
|
if (result.Type() == MatchType::NOT_FOUND) {
|
|
return result;
|
|
}
|
|
return LookupResult(MatchType::PENDING);
|
|
}
|
|
|
|
// Otherwise return the raw frame. DoBlend is required to ensure that we only
|
|
// hit this case if the frame is not paletted and doesn't require compositing.
|
|
if (!result) {
|
|
return result;
|
|
}
|
|
|
|
// Seek to the appropriate frame. If seeking fails, it means that we couldn't
|
|
// get the frame we're looking for; treat this as if the lookup failed.
|
|
if (NS_FAILED(result.Surface().Seek(aState.mCurrentAnimationFrameIndex))) {
|
|
if (result.Type() == MatchType::NOT_FOUND) {
|
|
return result;
|
|
}
|
|
return LookupResult(MatchType::PENDING);
|
|
}
|
|
|
|
MOZ_ASSERT(!result.Surface()->GetIsPaletted(),
|
|
"About to return a paletted frame");
|
|
|
|
return result;
|
|
}
|
|
|
|
static void DoCollectSizeOfCompositingSurfaces(
|
|
const RawAccessFrameRef& aSurface, SurfaceMemoryCounterType aType,
|
|
nsTArray<SurfaceMemoryCounter>& aCounters, MallocSizeOf aMallocSizeOf) {
|
|
// Concoct a SurfaceKey for this surface.
|
|
SurfaceKey key = RasterSurfaceKey(
|
|
aSurface->GetImageSize(), DefaultSurfaceFlags(), PlaybackType::eStatic);
|
|
|
|
// Extract the surface's memory usage information.
|
|
aSurface->AddSizeOfExcludingThis(
|
|
aMallocSizeOf, [&](imgFrame::AddSizeOfCbData& aMetadata) {
|
|
// Create a counter for this surface.
|
|
SurfaceMemoryCounter counter(key, /* aIsLocked = */ true,
|
|
/* aCannotSubstitute */ false,
|
|
/* aIsFactor2 */ false, aType);
|
|
|
|
// Record it.
|
|
counter.Values().SetDecodedHeap(aMetadata.heap);
|
|
counter.Values().SetDecodedNonHeap(aMetadata.nonHeap);
|
|
counter.Values().SetExternalHandles(aMetadata.handles);
|
|
counter.Values().SetFrameIndex(aMetadata.index);
|
|
counter.Values().SetExternalId(aMetadata.externalId);
|
|
|
|
aCounters.AppendElement(counter);
|
|
});
|
|
}
|
|
|
|
void FrameAnimator::CollectSizeOfCompositingSurfaces(
|
|
nsTArray<SurfaceMemoryCounter>& aCounters,
|
|
MallocSizeOf aMallocSizeOf) const {
|
|
if (mCompositingFrame) {
|
|
DoCollectSizeOfCompositingSurfaces(mCompositingFrame,
|
|
SurfaceMemoryCounterType::COMPOSITING,
|
|
aCounters, aMallocSizeOf);
|
|
}
|
|
|
|
if (mCompositingPrevFrame) {
|
|
DoCollectSizeOfCompositingSurfaces(
|
|
mCompositingPrevFrame, SurfaceMemoryCounterType::COMPOSITING_PREV,
|
|
aCounters, aMallocSizeOf);
|
|
}
|
|
}
|
|
|
|
//******************************************************************************
|
|
// DoBlend gets called when the timer for animation get fired and we have to
|
|
// update the composited frame of the animation.
|
|
bool FrameAnimator::DoBlend(const RawAccessFrameRef& aPrevFrame,
|
|
const RawAccessFrameRef& aNextFrame,
|
|
uint32_t aNextFrameIndex, IntRect* aDirtyRect) {
|
|
if (!aPrevFrame || !aNextFrame) {
|
|
MOZ_ASSERT_UNREACHABLE("Should have RawAccessFrameRefs to blend!");
|
|
return false;
|
|
}
|
|
|
|
DisposalMethod prevDisposalMethod = aPrevFrame->GetDisposalMethod();
|
|
bool prevHasAlpha = aPrevFrame->FormatHasAlpha();
|
|
if (prevDisposalMethod == DisposalMethod::RESTORE_PREVIOUS &&
|
|
!mCompositingPrevFrame) {
|
|
prevDisposalMethod = DisposalMethod::CLEAR;
|
|
}
|
|
|
|
IntRect prevRect = aPrevFrame->GetBoundedBlendRect();
|
|
bool isFullPrevFrame = prevRect.IsEqualRect(0, 0, mSize.width, mSize.height);
|
|
|
|
// Optimization: DisposeClearAll if the previous frame is the same size as
|
|
// container and it's clearing itself
|
|
if (isFullPrevFrame && (prevDisposalMethod == DisposalMethod::CLEAR)) {
|
|
prevDisposalMethod = DisposalMethod::CLEAR_ALL;
|
|
}
|
|
|
|
DisposalMethod nextDisposalMethod = aNextFrame->GetDisposalMethod();
|
|
bool nextHasAlpha = aNextFrame->FormatHasAlpha();
|
|
|
|
IntRect nextRect = aNextFrame->GetBoundedBlendRect();
|
|
bool isFullNextFrame = nextRect.IsEqualRect(0, 0, mSize.width, mSize.height);
|
|
|
|
if (!aNextFrame->GetIsPaletted()) {
|
|
// Optimization: Skip compositing if the previous frame wants to clear the
|
|
// whole image
|
|
if (prevDisposalMethod == DisposalMethod::CLEAR_ALL) {
|
|
aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
|
|
return true;
|
|
}
|
|
|
|
// Optimization: Skip compositing if this frame is the same size as the
|
|
// container and it's fully drawing over prev frame (no alpha)
|
|
if (isFullNextFrame &&
|
|
(nextDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) &&
|
|
!nextHasAlpha) {
|
|
aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Calculate area that needs updating
|
|
switch (prevDisposalMethod) {
|
|
default:
|
|
MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod");
|
|
case DisposalMethod::NOT_SPECIFIED:
|
|
case DisposalMethod::KEEP:
|
|
*aDirtyRect = nextRect;
|
|
break;
|
|
|
|
case DisposalMethod::CLEAR_ALL:
|
|
// Whole image container is cleared
|
|
aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
|
|
break;
|
|
|
|
case DisposalMethod::CLEAR:
|
|
// Calc area that needs to be redrawn (the combination of previous and
|
|
// this frame)
|
|
// XXX - This could be done with multiple framechanged calls
|
|
// Having aPrevFrame way at the top of the image, and aNextFrame
|
|
// way at the bottom, and both frames being small, we'd be
|
|
// telling framechanged to refresh the whole image when only two
|
|
// small areas are needed.
|
|
aDirtyRect->UnionRect(nextRect, prevRect);
|
|
break;
|
|
|
|
case DisposalMethod::RESTORE_PREVIOUS:
|
|
aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
|
|
break;
|
|
}
|
|
|
|
// Optimization:
|
|
// Skip compositing if the last composited frame is this frame
|
|
// (Only one composited frame was made for this animation. Example:
|
|
// Only Frame 3 of a 10 frame image required us to build a composite frame
|
|
// On the second loop, we do not need to rebuild the frame
|
|
// since it's still sitting in compositingFrame)
|
|
if (mLastCompositedFrameIndex == int32_t(aNextFrameIndex)) {
|
|
return true;
|
|
}
|
|
|
|
bool needToBlankComposite = false;
|
|
|
|
// Create the Compositing Frame
|
|
if (!mCompositingFrame) {
|
|
RefPtr<imgFrame> newFrame = new imgFrame;
|
|
nsresult rv = newFrame->InitForAnimator(mSize, SurfaceFormat::B8G8R8A8);
|
|
if (NS_FAILED(rv)) {
|
|
mCompositingFrame.reset();
|
|
return false;
|
|
}
|
|
mCompositingFrame = newFrame->RawAccessRef();
|
|
needToBlankComposite = true;
|
|
} else if (int32_t(aNextFrameIndex) != mLastCompositedFrameIndex + 1) {
|
|
// If we are not drawing on top of last composited frame,
|
|
// then we are building a new composite frame, so let's clear it first.
|
|
needToBlankComposite = true;
|
|
}
|
|
|
|
// More optimizations possible when next frame is not transparent
|
|
// But if the next frame has DisposalMethod::RESTORE_PREVIOUS,
|
|
// this "no disposal" optimization is not possible,
|
|
// because the frame in "after disposal operation" state
|
|
// needs to be stored in compositingFrame, so it can be
|
|
// copied into compositingPrevFrame later.
|
|
bool doDisposal = true;
|
|
if (!nextHasAlpha && nextDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) {
|
|
if (isFullNextFrame) {
|
|
// Optimization: No need to dispose prev.frame when
|
|
// next frame is full frame and not transparent.
|
|
doDisposal = false;
|
|
// No need to blank the composite frame
|
|
needToBlankComposite = false;
|
|
} else {
|
|
if ((prevRect.X() >= nextRect.X()) && (prevRect.Y() >= nextRect.Y()) &&
|
|
(prevRect.XMost() <= nextRect.XMost()) &&
|
|
(prevRect.YMost() <= nextRect.YMost())) {
|
|
// Optimization: No need to dispose prev.frame when
|
|
// next frame fully overlaps previous frame.
|
|
doDisposal = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (doDisposal) {
|
|
// Dispose of previous: clear, restore, or keep (copy)
|
|
switch (prevDisposalMethod) {
|
|
case DisposalMethod::CLEAR:
|
|
if (needToBlankComposite) {
|
|
// If we just created the composite, it could have anything in its
|
|
// buffer. Clear whole frame
|
|
ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect());
|
|
} else {
|
|
// Only blank out previous frame area (both color & Mask/Alpha)
|
|
ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect(),
|
|
prevRect);
|
|
}
|
|
break;
|
|
|
|
case DisposalMethod::CLEAR_ALL:
|
|
ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect());
|
|
break;
|
|
|
|
case DisposalMethod::RESTORE_PREVIOUS:
|
|
// It would be better to copy only the area changed back to
|
|
// compositingFrame.
|
|
if (mCompositingPrevFrame) {
|
|
CopyFrameImage(
|
|
mCompositingPrevFrame.Data(), mCompositingPrevFrame->GetRect(),
|
|
mCompositingFrame.Data(), mCompositingFrame->GetRect());
|
|
|
|
// destroy only if we don't need it for this frame's disposal
|
|
if (nextDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) {
|
|
mCompositingPrevFrame.reset();
|
|
}
|
|
} else {
|
|
ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect());
|
|
}
|
|
break;
|
|
|
|
default:
|
|
MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod");
|
|
case DisposalMethod::NOT_SPECIFIED:
|
|
case DisposalMethod::KEEP:
|
|
// Copy previous frame into compositingFrame before we put the new
|
|
// frame on top
|
|
// Assumes that the previous frame represents a full frame (it could be
|
|
// smaller in size than the container, as long as the frame before it
|
|
// erased itself)
|
|
// Note: Frame 1 never gets into DoBlend(), so (aNextFrameIndex - 1)
|
|
// will always be a valid frame number.
|
|
if (mLastCompositedFrameIndex != int32_t(aNextFrameIndex - 1)) {
|
|
if (isFullPrevFrame && !aPrevFrame->GetIsPaletted()) {
|
|
// Just copy the bits
|
|
CopyFrameImage(aPrevFrame.Data(), prevRect,
|
|
mCompositingFrame.Data(),
|
|
mCompositingFrame->GetRect());
|
|
} else {
|
|
if (needToBlankComposite) {
|
|
// Only blank composite when prev is transparent or not full.
|
|
if (prevHasAlpha || !isFullPrevFrame) {
|
|
ClearFrame(mCompositingFrame.Data(),
|
|
mCompositingFrame->GetRect());
|
|
}
|
|
}
|
|
DrawFrameTo(aPrevFrame.Data(), aPrevFrame->GetRect(),
|
|
aPrevFrame.PaletteDataLength(), prevHasAlpha,
|
|
mCompositingFrame.Data(), mCompositingFrame->GetRect(),
|
|
aPrevFrame->GetBlendMethod(),
|
|
aPrevFrame->GetBlendRect());
|
|
}
|
|
}
|
|
}
|
|
} else if (needToBlankComposite) {
|
|
// If we just created the composite, it could have anything in its
|
|
// buffers. Clear them
|
|
ClearFrame(mCompositingFrame.Data(), mCompositingFrame->GetRect());
|
|
}
|
|
|
|
// Check if the frame we are composing wants the previous image restored after
|
|
// it is done. Don't store it (again) if last frame wanted its image restored
|
|
// too
|
|
if ((nextDisposalMethod == DisposalMethod::RESTORE_PREVIOUS) &&
|
|
(prevDisposalMethod != DisposalMethod::RESTORE_PREVIOUS)) {
|
|
// We are storing the whole image.
|
|
// It would be better if we just stored the area that aNextFrame is going to
|
|
// overwrite.
|
|
if (!mCompositingPrevFrame) {
|
|
RefPtr<imgFrame> newFrame = new imgFrame;
|
|
nsresult rv = newFrame->InitForAnimator(mSize, SurfaceFormat::B8G8R8A8);
|
|
if (NS_FAILED(rv)) {
|
|
mCompositingPrevFrame.reset();
|
|
return false;
|
|
}
|
|
|
|
mCompositingPrevFrame = newFrame->RawAccessRef();
|
|
}
|
|
|
|
CopyFrameImage(mCompositingFrame.Data(), mCompositingFrame->GetRect(),
|
|
mCompositingPrevFrame.Data(),
|
|
mCompositingPrevFrame->GetRect());
|
|
|
|
mCompositingPrevFrame->Finish();
|
|
}
|
|
|
|
// blit next frame into it's correct spot
|
|
DrawFrameTo(aNextFrame.Data(), aNextFrame->GetRect(),
|
|
aNextFrame.PaletteDataLength(), nextHasAlpha,
|
|
mCompositingFrame.Data(), mCompositingFrame->GetRect(),
|
|
aNextFrame->GetBlendMethod(), aNextFrame->GetBlendRect());
|
|
|
|
// Tell the image that it is fully 'downloaded'.
|
|
mCompositingFrame->Finish();
|
|
|
|
mLastCompositedFrameIndex = int32_t(aNextFrameIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
//******************************************************************************
|
|
// Fill aFrame with black. Does also clears the mask.
|
|
void FrameAnimator::ClearFrame(uint8_t* aFrameData, const IntRect& aFrameRect) {
|
|
if (!aFrameData) {
|
|
return;
|
|
}
|
|
|
|
memset(aFrameData, 0, aFrameRect.Width() * aFrameRect.Height() * 4);
|
|
}
|
|
|
|
//******************************************************************************
|
|
void FrameAnimator::ClearFrame(uint8_t* aFrameData, const IntRect& aFrameRect,
|
|
const IntRect& aRectToClear) {
|
|
if (!aFrameData || aFrameRect.Width() <= 0 || aFrameRect.Height() <= 0 ||
|
|
aRectToClear.Width() <= 0 || aRectToClear.Height() <= 0) {
|
|
return;
|
|
}
|
|
|
|
IntRect toClear = aFrameRect.Intersect(aRectToClear);
|
|
if (toClear.IsEmpty()) {
|
|
return;
|
|
}
|
|
|
|
uint32_t bytesPerRow = aFrameRect.Width() * 4;
|
|
for (int row = toClear.Y(); row < toClear.YMost(); ++row) {
|
|
memset(aFrameData + toClear.X() * 4 + row * bytesPerRow, 0,
|
|
toClear.Width() * 4);
|
|
}
|
|
}
|
|
|
|
//******************************************************************************
|
|
// Whether we succeed or fail will not cause a crash, and there's not much
|
|
// we can do about a failure, so there we don't return a nsresult
|
|
bool FrameAnimator::CopyFrameImage(const uint8_t* aDataSrc,
|
|
const IntRect& aRectSrc, uint8_t* aDataDest,
|
|
const IntRect& aRectDest) {
|
|
uint32_t dataLengthSrc = aRectSrc.Width() * aRectSrc.Height() * 4;
|
|
uint32_t dataLengthDest = aRectDest.Width() * aRectDest.Height() * 4;
|
|
|
|
if (!aDataDest || !aDataSrc || dataLengthSrc != dataLengthDest) {
|
|
return false;
|
|
}
|
|
|
|
memcpy(aDataDest, aDataSrc, dataLengthDest);
|
|
|
|
return true;
|
|
}
|
|
|
|
nsresult FrameAnimator::DrawFrameTo(const uint8_t* aSrcData,
|
|
const IntRect& aSrcRect,
|
|
uint32_t aSrcPaletteLength,
|
|
bool aSrcHasAlpha, uint8_t* aDstPixels,
|
|
const IntRect& aDstRect,
|
|
BlendMethod aBlendMethod,
|
|
const IntRect& aBlendRect) {
|
|
NS_ENSURE_ARG_POINTER(aSrcData);
|
|
NS_ENSURE_ARG_POINTER(aDstPixels);
|
|
|
|
// According to both AGIF and APNG specs, offsets are unsigned
|
|
if (aSrcRect.X() < 0 || aSrcRect.Y() < 0) {
|
|
NS_WARNING("FrameAnimator::DrawFrameTo: negative offsets not allowed");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
// Outside the destination frame, skip it
|
|
if ((aSrcRect.X() > aDstRect.Width()) || (aSrcRect.Y() > aDstRect.Height())) {
|
|
return NS_OK;
|
|
}
|
|
|
|
if (aSrcPaletteLength) {
|
|
// Larger than the destination frame, clip it
|
|
int32_t width = std::min(aSrcRect.Width(), aDstRect.Width() - aSrcRect.X());
|
|
int32_t height =
|
|
std::min(aSrcRect.Height(), aDstRect.Height() - aSrcRect.Y());
|
|
|
|
// The clipped image must now fully fit within destination image frame
|
|
NS_ASSERTION((aSrcRect.X() >= 0) && (aSrcRect.Y() >= 0) &&
|
|
(aSrcRect.X() + width <= aDstRect.Width()) &&
|
|
(aSrcRect.Y() + height <= aDstRect.Height()),
|
|
"FrameAnimator::DrawFrameTo: Invalid aSrcRect");
|
|
|
|
// clipped image size may be smaller than source, but not larger
|
|
NS_ASSERTION(
|
|
(width <= aSrcRect.Width()) && (height <= aSrcRect.Height()),
|
|
"FrameAnimator::DrawFrameTo: source must be smaller than dest");
|
|
|
|
// Get pointers to image data
|
|
const uint8_t* srcPixels = aSrcData + aSrcPaletteLength;
|
|
uint32_t* dstPixels = reinterpret_cast<uint32_t*>(aDstPixels);
|
|
const uint32_t* colormap = reinterpret_cast<const uint32_t*>(aSrcData);
|
|
|
|
// Skip to the right offset
|
|
dstPixels += aSrcRect.X() + (aSrcRect.Y() * aDstRect.Width());
|
|
if (!aSrcHasAlpha) {
|
|
for (int32_t r = height; r > 0; --r) {
|
|
for (int32_t c = 0; c < width; c++) {
|
|
dstPixels[c] = colormap[srcPixels[c]];
|
|
}
|
|
// Go to the next row in the source resp. destination image
|
|
srcPixels += aSrcRect.Width();
|
|
dstPixels += aDstRect.Width();
|
|
}
|
|
} else {
|
|
for (int32_t r = height; r > 0; --r) {
|
|
for (int32_t c = 0; c < width; c++) {
|
|
const uint32_t color = colormap[srcPixels[c]];
|
|
if (color) {
|
|
dstPixels[c] = color;
|
|
}
|
|
}
|
|
// Go to the next row in the source resp. destination image
|
|
srcPixels += aSrcRect.Width();
|
|
dstPixels += aDstRect.Width();
|
|
}
|
|
}
|
|
} else {
|
|
pixman_image_t* src = pixman_image_create_bits(
|
|
aSrcHasAlpha ? PIXMAN_a8r8g8b8 : PIXMAN_x8r8g8b8, aSrcRect.Width(),
|
|
aSrcRect.Height(),
|
|
reinterpret_cast<uint32_t*>(const_cast<uint8_t*>(aSrcData)),
|
|
aSrcRect.Width() * 4);
|
|
if (!src) {
|
|
return NS_ERROR_OUT_OF_MEMORY;
|
|
}
|
|
pixman_image_t* dst = pixman_image_create_bits(
|
|
PIXMAN_a8r8g8b8, aDstRect.Width(), aDstRect.Height(),
|
|
reinterpret_cast<uint32_t*>(aDstPixels), aDstRect.Width() * 4);
|
|
if (!dst) {
|
|
pixman_image_unref(src);
|
|
return NS_ERROR_OUT_OF_MEMORY;
|
|
}
|
|
|
|
// XXX(seth): This is inefficient but we'll remove it quite soon when we
|
|
// move frame compositing into SurfacePipe. For now we need this because
|
|
// RemoveFrameRectFilter has transformed PNG frames with frame rects into
|
|
// imgFrame's with no frame rects, but with a region of 0 alpha where the
|
|
// frame rect should be. This works really nicely if we're using
|
|
// BlendMethod::OVER, but BlendMethod::SOURCE will result in that frame rect
|
|
// area overwriting the previous frame, which makes the animation look
|
|
// wrong. This quick hack fixes that by first compositing the whle new frame
|
|
// with BlendMethod::OVER, and then recopying the area that uses
|
|
// BlendMethod::SOURCE if needed. To make this work, the decoder has to
|
|
// provide a "blend rect" that tells us where to do this. This is just the
|
|
// frame rect, but hidden in a way that makes it invisible to most of the
|
|
// system, so we can keep eliminating dependencies on it.
|
|
auto op =
|
|
aBlendMethod == BlendMethod::SOURCE ? PIXMAN_OP_SRC : PIXMAN_OP_OVER;
|
|
|
|
if (aBlendMethod == BlendMethod::OVER ||
|
|
(aBlendMethod == BlendMethod::SOURCE &&
|
|
aSrcRect.IsEqualEdges(aBlendRect))) {
|
|
// We don't need to do anything clever. (Or, in the case where no blend
|
|
// rect was specified, we can't.)
|
|
pixman_image_composite32(op, src, nullptr, dst, 0, 0, 0, 0, aSrcRect.X(),
|
|
aSrcRect.Y(), aSrcRect.Width(),
|
|
aSrcRect.Height());
|
|
} else {
|
|
// We need to do the OVER followed by SOURCE trick above.
|
|
pixman_image_composite32(PIXMAN_OP_OVER, src, nullptr, dst, 0, 0, 0, 0,
|
|
aSrcRect.X(), aSrcRect.Y(), aSrcRect.Width(),
|
|
aSrcRect.Height());
|
|
pixman_image_composite32(PIXMAN_OP_SRC, src, nullptr, dst, aBlendRect.X(),
|
|
aBlendRect.Y(), 0, 0, aBlendRect.X(),
|
|
aBlendRect.Y(), aBlendRect.Width(),
|
|
aBlendRect.Height());
|
|
}
|
|
|
|
pixman_image_unref(src);
|
|
pixman_image_unref(dst);
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
} // namespace image
|
|
} // namespace mozilla
|