gecko-dev/image/AnimationFrameBuffer.h

196 lines
7.0 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/. */
#ifndef mozilla_image_AnimationFrameBuffer_h
#define mozilla_image_AnimationFrameBuffer_h
#include "ISurfaceProvider.h"
namespace mozilla {
namespace image {
/**
* An AnimationFrameBuffer owns the frames outputted by an animated image
* decoder as well as directing its owner on how to drive the decoder,
* whether to produce more or to stop.
*
* Based upon its given configuration parameters, it will retain up to a
* certain number of frames in the buffer before deciding to discard previous
* frames, and relying upon the decoder to recreate older frames when the
* animation loops. It will also request that the decoder stop producing more
* frames when the display of the frames are far behind -- this allows other
* tasks and images which require decoding to take execution priority.
*
* The desire is that smaller animated images should be kept completely in
* memory while larger animated images should only keep a certain number of
* frames to minimize our memory footprint at the cost of CPU.
*/
class AnimationFrameBuffer final
{
public:
AnimationFrameBuffer();
/**
* Configure the frame buffer with a particular threshold and batch size. Note
* that the frame buffer may adjust the given values.
*
* @param aThreshold Maximum number of frames that may be stored in the frame
* buffer before it may discard already displayed frames.
* Once exceeded, it will discard the previous frame to the
* current frame whenever Advance is called. It always
* retains the first frame.
*
* @param aBatch Number of frames we request to be decoded each time it
* decides we need more.
*
* @param aStartFrame The starting frame for the animation. The frame buffer
* will auto-advance (and thus keep the decoding pipeline
* going) until it has reached this frame. Useful when the
* animation was progressing, but the surface was
* discarded, and we had to redecode.
*/
void Initialize(size_t aThreshold, size_t aBatch, size_t aStartFrame);
/**
* Access a specific frame from the frame buffer. It should generally access
* frames in sequential order, increasing in tandem with AdvanceTo calls. The
* first frame may be accessed at any time. The access order should start with
* the same value as that given in Initialize (aStartFrame).
*
* @param aFrame The frame index to access.
*
* @returns The frame, if available.
*/
DrawableFrameRef Get(size_t aFrame);
/**
* Inserts a frame into the frame buffer. If it has yet to fully decode the
* animated image yet, then it will append the frame to its internal buffer.
* If it has been fully decoded, it will replace the next frame in its buffer
* with the given frame.
*
* Once we have a sufficient number of frames buffered relative to the
* currently displayed frame, it will return false to indicate the caller
* should stop decoding.
*
* @param aFrame The frame to insert into the buffer.
*
* @returns True if the decoder should decode another frame.
*/
bool Insert(RawAccessFrameRef&& aFrame);
/**
* This should be called after the last frame has been inserted. If the buffer
* is discarding old frames, it may request more frames to be decoded. In this
* case that means the decoder should start again from the beginning. This
* return value should be used in preference to that of the Insert call.
*
* @returns True if the decoder should decode another frame.
*/
bool MarkComplete();
/**
* Advance the currently displayed frame of the frame buffer. If it reaches
* the end, it will loop back to the beginning. It should not be called unless
* a call to Get has returned a valid frame for the next frame index.
*
* As we advance, the number of frames we have buffered ahead of the current
* will shrink. Once that becomes too few, we will request a batch-sized set
* of frames to be decoded from the decoder.
*
* @param aExpectedFrame The frame we expect to have advanced to. This is
* used for confirmation purposes (e.g. asserts).
*
* @returns True if the caller should restart the decoder.
*/
bool AdvanceTo(size_t aExpectedFrame);
/**
* Resets the currently displayed frame of the frame buffer to the beginning.
* If the buffer is discarding old frames, it will actually discard all frames
* besides the first.
*
* @returns True if the caller should restart the decoder.
*/
bool Reset();
/**
* @returns True if frames post-advance may be discarded and redecoded on
* demand, else false.
*/
bool MayDiscard() const { return mFrames.Length() > mThreshold; }
/**
* @returns True if the frame buffer was ever marked as complete. This implies
* that the total number of frames is known and may be gotten from
* Frames().Length().
*/
bool SizeKnown() const { return mSizeKnown; }
/**
* @returns The current frame index we have advanced to.
*/
size_t Displayed() const { return mGetIndex; }
/**
* @returns Outstanding frames desired from the decoder.
*/
size_t PendingDecode() const { return mPending; }
/**
* @returns Outstanding frames to advance internally.
*/
size_t PendingAdvance() const { return mAdvance; }
/**
* @returns Number of frames we request to be decoded each time it decides we
* need more.
*/
size_t Batch() const { return mBatch; }
/**
* @returns Maximum number of frames before we start discarding previous
* frames post-advance.
*/
size_t Threshold() const { return mThreshold; }
/**
* @returns The frames of this animation, in order. May contain empty indices.
*/
const nsTArray<RawAccessFrameRef>& Frames() const { return mFrames; }
private:
bool AdvanceInternal();
/// The frames of this animation, in order, but may have holes if discarding.
nsTArray<RawAccessFrameRef> mFrames;
// The maximum number of frames we can have before discarding.
size_t mThreshold;
// The minimum number of frames that we want buffered ahead of the display.
size_t mBatch;
// The number of frames to decode before we stop.
size_t mPending;
// The number of frames we need to auto-advance to synchronize with the caller.
size_t mAdvance;
// The mFrames index in which to insert the next decoded frame.
size_t mInsertIndex;
// The mFrames index that we have advanced to.
size_t mGetIndex;
// True if the total number of frames is known.
bool mSizeKnown;
};
} // namespace image
} // namespace mozilla
#endif // mozilla_image_AnimationFrameBuffer_h