gecko-dev/image/FrameAnimator.cpp
Sylvestre Ledru 265e672179 Bug 1511181 - Reformat everything to the Google coding style r=ehsan a=clang-format
# ignore-this-changeset

--HG--
extra : amend_source : 4d301d3b0b8711c4692392aa76088ba7fd7d1022
2018-11-30 11:46:48 +01:00

988 lines
38 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 "FrameAnimator.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/Move.h"
#include "mozilla/CheckedInt.h"
#include "imgIContainer.h"
#include "LookupResult.h"
#include "MainThreadUtils.h"
#include "RasterImage.h"
#include "gfxPrefs.h"
#include "pixman.h"
#include <algorithm>
namespace mozilla {
using namespace gfx;
namespace image {
///////////////////////////////////////////////////////////////////////////////
// AnimationState implementation.
///////////////////////////////////////////////////////////////////////////////
const gfx::IntRect AnimationState::UpdateState(
bool aAnimationFinished, RasterImage* aImage, const gfx::IntSize& aSize,
bool aAllowInvalidation /* = true */) {
LookupResult result = SurfaceCache::Lookup(
ImageKey(aImage),
RasterSurfaceKey(aSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
/* aMarkUsed = */ false);
return UpdateStateInternal(result, aAnimationFinished, aSize,
aAllowInvalidation);
}
const gfx::IntRect AnimationState::UpdateStateInternal(
LookupResult& aResult, bool aAnimationFinished, const gfx::IntSize& aSize,
bool aAllowInvalidation /* = true */) {
// Update mDiscarded and mIsCurrentlyDecoded.
if (aResult.Type() == MatchType::NOT_FOUND) {
// no frames, we've either been discarded, or never been decoded before.
mDiscarded = mHasBeenDecoded;
mIsCurrentlyDecoded = false;
} else if (aResult.Type() == MatchType::PENDING) {
// no frames yet, but a decoder is or will be working on it.
mDiscarded = false;
mIsCurrentlyDecoded = false;
mHasRequestedDecode = true;
} else {
MOZ_ASSERT(aResult.Type() == MatchType::EXACT);
mDiscarded = false;
mHasRequestedDecode = true;
// If mHasBeenDecoded is true then we know the true total frame count and
// we can use it to determine if we have all the frames now so we know if
// we are currently fully decoded.
// If mHasBeenDecoded is false then we'll get another UpdateState call
// when the decode finishes.
if (mHasBeenDecoded) {
Maybe<uint32_t> frameCount = FrameCount();
MOZ_ASSERT(frameCount.isSome());
mIsCurrentlyDecoded = aResult.Surface().IsFullyDecoded();
}
}
gfx::IntRect ret;
if (aAllowInvalidation) {
// Update the value of mCompositedFrameInvalid.
if (mIsCurrentlyDecoded || aAnimationFinished) {
// Animated images that have finished their animation (ie because it is a
// finite length animation) don't have RequestRefresh called on them, and
// so mCompositedFrameInvalid would never get cleared. We clear it here
// (and also in RasterImage::Decode when we create a decoder for an image
// that has finished animated so it can display sooner than waiting until
// the decode completes). We also do it if we are fully decoded. This is
// safe to do for images that aren't finished animating because before we
// paint the refresh driver will call into us to advance to the correct
// frame, and that will succeed because we have all the frames.
if (mCompositedFrameInvalid) {
// Invalidate if we are marking the composited frame valid.
ret.SizeTo(aSize);
}
mCompositedFrameInvalid = false;
} else if (aResult.Type() == MatchType::NOT_FOUND ||
aResult.Type() == MatchType::PENDING) {
if (mHasRequestedDecode) {
MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
mCompositedFrameInvalid = true;
}
}
// Otherwise don't change the value of mCompositedFrameInvalid, it will be
// updated by RequestRefresh.
}
return ret;
}
void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded = true; }
void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; }
void AnimationState::SetAnimationMode(uint16_t aAnimationMode) {
mAnimationMode = aAnimationMode;
}
void AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount) {
if (aFrameCount <= mFrameCount) {
// Nothing to do. Since we can redecode animated images, we may see the same
// sequence of updates replayed again, so seeing a smaller frame count than
// what we already know about doesn't indicate an error.
return;
}
MOZ_ASSERT(!mHasBeenDecoded, "Adding new frames after decoding is finished?");
MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?");
mFrameCount = aFrameCount;
}
Maybe<uint32_t> AnimationState::FrameCount() const {
return mHasBeenDecoded ? Some(mFrameCount) : Nothing();
}
void AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea) {
mFirstFrameRefreshArea = aRefreshArea;
}
void AnimationState::InitAnimationFrameTimeIfNecessary() {
if (mCurrentAnimationFrameTime.IsNull()) {
mCurrentAnimationFrameTime = TimeStamp::Now();
}
}
void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) {
mCurrentAnimationFrameTime = aTime;
}
bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime) {
if (!gfxPrefs::ImageAnimatedResumeFromLastDisplayed() ||
mCurrentAnimationFrameTime >= aTime) {
return false;
}
// We are configured to stop an animation when it is out of view, and restart
// it from the same point when it comes back into view. The same applies if it
// was discarded while out of view.
mCurrentAnimationFrameTime = aTime;
return true;
}
uint32_t AnimationState::GetCurrentAnimationFrameIndex() const {
return mCurrentAnimationFrameIndex;
}
FrameTimeout AnimationState::LoopLength() const {
// If we don't know the loop length yet, we have to treat it as infinite.
if (!mLoopLength) {
return FrameTimeout::Forever();
}
MOZ_ASSERT(mHasBeenDecoded,
"We know the loop length but decoding isn't done?");
// If we're not looping, a single loop time has no meaning.
if (mAnimationMode != imgIContainer::kNormalAnimMode) {
return FrameTimeout::Forever();
}
return *mLoopLength;
}
///////////////////////////////////////////////////////////////////////////////
// FrameAnimator implementation.
///////////////////////////////////////////////////////////////////////////////
TimeStamp FrameAnimator::GetCurrentImgFrameEndTime(
AnimationState& aState, FrameTimeout aCurrentTimeout) const {
if (aCurrentTimeout == FrameTimeout::Forever()) {
// We need to return a sentinel value in this case, because our logic
// doesn't work correctly if we have an infinitely long timeout. We use one
// year in the future as the sentinel because it works with the loop in
// RequestRefresh() below.
// XXX(seth): It'd be preferable to make our logic work correctly with
// infinitely long timeouts.
return TimeStamp::NowLoRes() + TimeDuration::FromMilliseconds(31536000.0);
}
TimeDuration durationOfTimeout =
TimeDuration::FromMilliseconds(double(aCurrentTimeout.AsMilliseconds()));
return aState.mCurrentAnimationFrameTime + durationOfTimeout;
}
RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState,
DrawableSurface& aFrames,
RefPtr<imgFrame>& aCurrentFrame,
TimeStamp aTime) {
AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS);
RefreshResult ret;
// Determine what the next frame is, taking into account looping.
uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex;
uint32_t nextFrameIndex = currentFrameIndex + 1;
// Check if we're at the end of the loop. (FrameCount() returns Nothing() if
// we don't know the total count yet.)
if (aState.FrameCount() == Some(nextFrameIndex)) {
// If we are not looping forever, initialize the loop counter
if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) {
aState.mLoopRemainingCount = aState.LoopCount();
}
// If animation mode is "loop once", or we're at end of loop counter,
// it's time to stop animating.
if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
aState.mLoopRemainingCount == 0) {
ret.mAnimationFinished = true;
}
nextFrameIndex = 0;
if (aState.mLoopRemainingCount > 0) {
aState.mLoopRemainingCount--;
}
// If we're done, exit early.
if (ret.mAnimationFinished) {
return ret;
}
}
if (nextFrameIndex >= aState.KnownFrameCount()) {
// We've already advanced to the last decoded frame, nothing more we can do.
// We're blocked by network/decoding from displaying the animation at the
// rate specified, so that means the frame we are displaying (the latest
// available) is the frame we want to be displaying at this time. So we
// update the current animation time. If we didn't update the current
// animation time then it could lag behind, which would indicate that we are
// behind in the animation and should try to catch up. When we are done
// decoding (and thus can loop around back to the start of the animation) we
// would then jump to a random point in the animation to try to catch up.
// But we were never behind in the animation.
aState.mCurrentAnimationFrameTime = aTime;
return ret;
}
// There can be frames in the surface cache with index >= KnownFrameCount()
// which GetRawFrame() can access because an async decoder has decoded them,
// but which AnimationState doesn't know about yet because we haven't received
// the appropriate notification on the main thread. Make sure we stay in sync
// with AnimationState.
MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount());
RefPtr<imgFrame> nextFrame = aFrames.GetFrame(nextFrameIndex);
// We should always check to see if we have the next frame even if we have
// previously finished decoding. If we needed to redecode (e.g. due to a draw
// failure) we would have discarded all the old frames and may not yet have
// the new ones. DrawableSurface::RawAccessRef promises to only return
// finished frames.
if (!nextFrame) {
// Uh oh, the frame we want to show is currently being decoded (partial).
// Similar to the above case, we could be blocked by network or decoding,
// and so we should advance our current time rather than risk jumping
// through the animation. We will wait until the next refresh driver tick
// and try again.
aState.mCurrentAnimationFrameTime = aTime;
return ret;
}
if (nextFrame->GetTimeout() == FrameTimeout::Forever()) {
ret.mAnimationFinished = true;
}
if (nextFrameIndex == 0) {
MOZ_ASSERT(nextFrame->IsFullFrame());
ret.mDirtyRect = aState.FirstFrameRefreshArea();
} else if (!nextFrame->IsFullFrame()) {
MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1);
RawAccessFrameRef currentRef =
aCurrentFrame->RawAccessRef(/* aFinished */ true);
RawAccessFrameRef nextRef = nextFrame->RawAccessRef(/* aFinished */ true);
// Change frame
if (!DoBlend(currentRef, nextRef, nextFrameIndex, &ret.mDirtyRect)) {
// something went wrong, move on to next
NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed");
nextFrame->SetCompositingFailed(true);
aState.mCurrentAnimationFrameTime =
GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
aState.mCurrentAnimationFrameIndex = nextFrameIndex;
aState.mCompositedFrameRequested = false;
aCurrentFrame = std::move(nextFrame);
aFrames.Advance(nextFrameIndex);
return ret;
}
nextFrame->SetCompositingFailed(false);
} else {
ret.mDirtyRect = nextFrame->GetDirtyRect();
}
aState.mCurrentAnimationFrameTime =
GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
// If we can get closer to the current time by a multiple of the image's loop
// time, we should. We can only do this if we're done decoding; otherwise, we
// don't know the full loop length, and LoopLength() will have to return
// FrameTimeout::Forever(). We also skip this for images with a finite loop
// count if we have initialized mLoopRemainingCount (it only gets initialized
// after one full loop).
FrameTimeout loopTime = aState.LoopLength();
if (loopTime != FrameTimeout::Forever() &&
(aState.LoopCount() < 0 || aState.mLoopRemainingCount >= 0)) {
TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime;
if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) {
// Explicitly use integer division to get the floor of the number of
// loops.
uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) /
loopTime.AsMilliseconds();
// If we have a finite loop count limit the number of loops we advance.
if (aState.mLoopRemainingCount >= 0) {
MOZ_ASSERT(aState.LoopCount() >= 0);
loops =
std::min(loops, CheckedUint64(aState.mLoopRemainingCount).value());
}
aState.mCurrentAnimationFrameTime +=
TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds());
if (aState.mLoopRemainingCount >= 0) {
MOZ_ASSERT(loops <= CheckedUint64(aState.mLoopRemainingCount).value());
aState.mLoopRemainingCount -= CheckedInt32(loops).value();
}
}
}
// Set currentAnimationFrameIndex at the last possible moment
aState.mCurrentAnimationFrameIndex = nextFrameIndex;
aState.mCompositedFrameRequested = false;
aCurrentFrame = std::move(nextFrame);
aFrames.Advance(nextFrameIndex);
// If we're here, we successfully advanced the frame.
ret.mFrameAdvanced = true;
return ret;
}
void FrameAnimator::ResetAnimation(AnimationState& aState) {
aState.ResetAnimation();
// Our surface provider is synchronized to our state, so we need to reset its
// state as well, if we still have one.
LookupResult result = SurfaceCache::Lookup(
ImageKey(mImage),
RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
/* aMarkUsed = */ false);
if (!result) {
return;
}
result.Surface().Reset();
}
RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState,
const TimeStamp& aTime,
bool aAnimationFinished) {
// By default, an empty RefreshResult.
RefreshResult ret;
if (aState.IsDiscarded()) {
aState.MaybeAdvanceAnimationFrameTime(aTime);
return ret;
}
// Get the animation frames once now, and pass them down to callees because
// the surface could be discarded at anytime on a different thread. This is
// must easier to reason about then trying to write code that is safe to
// having the surface disappear at anytime.
LookupResult result = SurfaceCache::Lookup(
ImageKey(mImage),
RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
/* aMarkUsed = */ true);
ret.mDirtyRect =
aState.UpdateStateInternal(result, aAnimationFinished, mSize);
if (aState.IsDiscarded() || !result) {
aState.MaybeAdvanceAnimationFrameTime(aTime);
if (!ret.mDirtyRect.IsEmpty()) {
ret.mFrameAdvanced = true;
}
return ret;
}
RefPtr<imgFrame> currentFrame =
result.Surface().GetFrame(aState.mCurrentAnimationFrameIndex);
// only advance the frame if the current time is greater than or
// equal to the current frame's end time.
if (!currentFrame) {
MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
MOZ_ASSERT(aState.GetHasRequestedDecode() &&
!aState.GetIsCurrentlyDecoded());
MOZ_ASSERT(aState.mCompositedFrameInvalid);
// Nothing we can do but wait for our previous current frame to be decoded
// again so we can determine what to do next.
aState.MaybeAdvanceAnimationFrameTime(aTime);
return ret;
}
TimeStamp currentFrameEndTime =
GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
// If nothing has accessed the composited frame since the last time we
// advanced, then there is no point in continuing to advance the animation.
// This has the effect of freezing the animation while not in view.
if (!aState.mCompositedFrameRequested &&
aState.MaybeAdvanceAnimationFrameTime(aTime)) {
return ret;
}
while (currentFrameEndTime <= aTime) {
TimeStamp oldFrameEndTime = currentFrameEndTime;
RefreshResult frameRes =
AdvanceFrame(aState, result.Surface(), currentFrame, aTime);
// Accumulate our result for returning to callers.
ret.Accumulate(frameRes);
// currentFrame was updated by AdvanceFrame so it is still current.
currentFrameEndTime =
GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
// If we didn't advance a frame, and our frame end time didn't change,
// then we need to break out of this loop & wait for the frame(s)
// to finish downloading.
if (!frameRes.mFrameAdvanced && currentFrameEndTime == oldFrameEndTime) {
break;
}
}
// We should only mark the composited frame as valid and reset the dirty rect
// if we advanced (meaning the next frame was actually produced somehow), the
// composited frame was previously invalid (so we may need to repaint
// everything) and either the frame index is valid (to know we were doing
// blending on the main thread, instead of on the decoder threads in advance),
// or the current frame is a full frame (blends off the main thread).
//
// If for some reason we forget to reset aState.mCompositedFrameInvalid, then
// GetCompositedFrame will fail, even if we have all the data available for
// display.
if (currentFrameEndTime > aTime && aState.mCompositedFrameInvalid &&
(mLastCompositedFrameIndex >= 0 || currentFrame->IsFullFrame())) {
aState.mCompositedFrameInvalid = false;
ret.mDirtyRect = IntRect(IntPoint(0, 0), mSize);
}
MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid);
return ret;
}
LookupResult FrameAnimator::GetCompositedFrame(AnimationState& aState,
bool aMarkUsed) {
aState.mCompositedFrameRequested = true;
// If we have a composited version of this frame, return that.
if (!aState.mCompositedFrameInvalid && mLastCompositedFrameIndex >= 0 &&
(uint32_t(mLastCompositedFrameIndex) ==
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