gecko-dev/image/AnimationFrameBuffer.cpp
Andrew Osmond a21bbb89ce Bug 1444537 - Part 1. Ensure discarding of animated image frames is clear. r=tnikkel
We should only attempt to discard animation image frames after passing
the frame threshold on the very first pass on the animation. Redecodes
are already in the correct state, as it will discard frames as it
advances the animation. This patch makes it clear what it should be
doing when, but there should be no functional change.
2018-03-27 10:56:48 -04:00

298 lines
10 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 "AnimationFrameBuffer.h"
#include "mozilla/Move.h" // for Move
namespace mozilla {
namespace image {
AnimationFrameBuffer::AnimationFrameBuffer()
: mThreshold(0)
, mBatch(0)
, mPending(0)
, mAdvance(0)
, mInsertIndex(0)
, mGetIndex(0)
, mSizeKnown(false)
{ }
void
AnimationFrameBuffer::Initialize(size_t aThreshold,
size_t aBatch,
size_t aStartFrame)
{
MOZ_ASSERT(mThreshold == 0);
MOZ_ASSERT(mBatch == 0);
MOZ_ASSERT(mPending == 0);
MOZ_ASSERT(mAdvance == 0);
MOZ_ASSERT(mFrames.IsEmpty());
mThreshold = aThreshold;
mBatch = aBatch;
mAdvance = aStartFrame;
if (mBatch > SIZE_MAX/4) {
// Batch size is so big, we will just end up decoding the whole animation.
mBatch = SIZE_MAX/4;
} else if (mBatch < 1) {
// Never permit a batch size smaller than 1. We always want to be asking for
// at least one frame to start.
mBatch = 1;
}
// To simplify the code, we have the assumption that the threshold for
// entering discard-after-display mode is at least twice the batch size (since
// that is the most frames-pending-decode we will request) + 1 for the current
// frame. That way the redecoded frames being inserted will never risk
// overlapping the frames we will discard due to the animation progressing.
// That may cause us to use a little more memory than we want but that is an
// acceptable tradeoff for simplicity.
size_t minThreshold = 2 * mBatch + 1;
if (mThreshold < minThreshold) {
mThreshold = minThreshold;
}
// The maximum number of frames we should ever have decoded at one time is
// twice the batch. That is a good as number as any to start our decoding at.
mPending = mBatch * 2;
}
bool
AnimationFrameBuffer::Insert(RawAccessFrameRef&& aFrame)
{
// We should only insert new frames if we actually asked for them.
MOZ_ASSERT(mPending > 0);
if (mSizeKnown) {
// We only insert after the size is known if we are repeating the animation
// and we did not keep all of the frames. Replace whatever is there
// (probably an empty frame) with the new frame.
MOZ_ASSERT(MayDiscard());
MOZ_ASSERT(mInsertIndex < mFrames.Length());
if (mInsertIndex > 0) {
MOZ_ASSERT(!mFrames[mInsertIndex]);
mFrames[mInsertIndex] = Move(aFrame);
}
} else if (mInsertIndex == mFrames.Length()) {
// We are still on the first pass of the animation decoding, so this is
// the first time we have seen this frame.
mFrames.AppendElement(Move(aFrame));
if (mInsertIndex == mThreshold) {
// We just tripped over the threshold for the first time. This is our
// chance to do any clearing of already displayed frames. After this,
// we only need to release as we advance or force a restart.
MOZ_ASSERT(MayDiscard());
MOZ_ASSERT(mGetIndex < mInsertIndex);
for (size_t i = 1; i < mGetIndex; ++i) {
RawAccessFrameRef discard = Move(mFrames[i]);
}
}
} else if (mInsertIndex > 0) {
// We were forced to restart an animation before we decoded the last
// frame. If we were discarding frames, then we tossed what we had
// except for the first frame.
MOZ_ASSERT(mInsertIndex < mFrames.Length());
MOZ_ASSERT(!mFrames[mInsertIndex]);
MOZ_ASSERT(MayDiscard());
mFrames[mInsertIndex] = Move(aFrame);
} else { // mInsertIndex == 0
// We were forced to restart an animation before we decoded the last
// frame. We don't need the redecoded first frame because we always keep
// the original.
MOZ_ASSERT(MayDiscard());
}
MOZ_ASSERT(mFrames[mInsertIndex]);
++mInsertIndex;
// Ensure we only request more decoded frames if we actually need them. If we
// need to advance to a certain point in the animation on behalf of the owner,
// then do so. This ensures we keep decoding. If the batch size is really
// small (i.e. 1), it is possible advancing will request the decoder to
// "restart", but we haven't told it to stop yet. Note that we skip the first
// insert because we actually start "advanced" to the first frame anyways.
bool continueDecoding = --mPending > 0;
if (mAdvance > 0 && mInsertIndex > 1) {
continueDecoding |= AdvanceInternal();
--mAdvance;
}
return continueDecoding;
}
bool
AnimationFrameBuffer::MarkComplete()
{
// We reached the end of the animation, the next frame we get, if we get
// another, will be the first frame again.
MOZ_ASSERT(mInsertIndex == mFrames.Length());
mInsertIndex = 0;
// Since we only request advancing when we want to resume at a certain point
// in the animation, we should never exceed the number of frames.
MOZ_ASSERT(mAdvance == 0);
if (!mSizeKnown) {
// We just received the last frame in the animation. Compact the frame array
// because we know we won't need to grow beyond here.
mSizeKnown = true;
mFrames.Compact();
if (!MayDiscard()) {
// If we did not meet the threshold, then we know we want to keep all of the
// frames. If we also hit the last frame, we don't want to ask for more.
mPending = 0;
}
}
return mPending > 0;
}
DrawableFrameRef
AnimationFrameBuffer::Get(size_t aFrame)
{
// We should not have asked for a frame if we never inserted.
if (mFrames.IsEmpty()) {
MOZ_ASSERT_UNREACHABLE("Calling Get() when we have no frames");
return DrawableFrameRef();
}
// If we don't have that frame, return an empty frame ref.
if (aFrame >= mFrames.Length()) {
return DrawableFrameRef();
}
// We've got the requested frame because we are not discarding frames. While
// we typically should have not run out of frames since we ask for more before
// we want them, it is possible the decoder is behind.
if (!mFrames[aFrame]) {
MOZ_ASSERT(MayDiscard());
return DrawableFrameRef();
}
// If we are advancing on behalf of the animation, we don't expect it to be
// getting any frames (besides the first) until we get the desired frame.
MOZ_ASSERT(aFrame == 0 || mAdvance == 0);
return mFrames[aFrame]->DrawableRef();
}
bool
AnimationFrameBuffer::AdvanceTo(size_t aExpectedFrame)
{
// The owner should only be advancing once it has reached the requested frame
// in the animation.
MOZ_ASSERT(mAdvance == 0);
bool restartDecoder = AdvanceInternal();
// Advancing should always be successful, as it should only happen after the
// owner has accessed the next (now current) frame.
MOZ_ASSERT(mGetIndex == aExpectedFrame);
return restartDecoder;
}
bool
AnimationFrameBuffer::AdvanceInternal()
{
// We should not have advanced if we never inserted.
if (mFrames.IsEmpty()) {
MOZ_ASSERT_UNREACHABLE("Calling Advance() when we have no frames");
return false;
}
// We only want to change the current frame index if we have advanced. This
// means either a higher frame index, or going back to the beginning.
size_t framesLength = mFrames.Length();
// We should never have advanced beyond the frame buffer.
MOZ_ASSERT(mGetIndex < framesLength);
// We should never advance if the current frame is null -- it needs to know
// the timeout from it at least to know when to advance.
MOZ_ASSERT(mFrames[mGetIndex]);
if (++mGetIndex == framesLength) {
MOZ_ASSERT(mSizeKnown);
mGetIndex = 0;
}
// The owner should have already accessed the next frame, so it should also
// be available.
MOZ_ASSERT(mFrames[mGetIndex]);
// If we moved forward, that means we can remove the previous frame, assuming
// that frame is not the first frame. If we looped and are back at the first
// frame, we can remove the last frame.
if (MayDiscard()) {
RawAccessFrameRef discard;
if (mGetIndex > 1) {
discard = Move(mFrames[mGetIndex - 1]);
} else if (mGetIndex == 0) {
MOZ_ASSERT(mSizeKnown && framesLength > 1);
discard = Move(mFrames[framesLength - 1]);
}
}
if (!mSizeKnown || MayDiscard()) {
// Calculate how many frames we have requested ahead of the current frame.
size_t buffered = mPending;
if (mGetIndex > mInsertIndex) {
// It wrapped around and we are decoding the beginning again before the
// the display has finished the loop.
MOZ_ASSERT(mSizeKnown);
buffered += mInsertIndex + framesLength - mGetIndex - 1;
} else {
buffered += mInsertIndex - mGetIndex - 1;
}
if (buffered < mBatch) {
// If we have fewer frames than the batch size, then ask for more. If we
// do not have any pending, then we know that there is no active decoding.
mPending += mBatch;
return mPending == mBatch;
}
}
return false;
}
bool
AnimationFrameBuffer::Reset()
{
// The animation needs to start back at the beginning.
mGetIndex = 0;
mAdvance = 0;
if (!MayDiscard()) {
// If we haven't crossed the threshold, then we know by definition we have
// not discarded any frames. If we previously requested more frames, but
// it would have been more than we would have buffered otherwise, we can
// stop the decoding after one more frame.
if (mPending > 1 && mInsertIndex - 1 >= mBatch * 2) {
MOZ_ASSERT(!mSizeKnown);
mPending = 1;
}
// Either the decoder is still running, or we have enough frames already.
// No need for us to restart it.
return false;
}
// If we are over the threshold, then we know we will have missing frames in
// our buffer. The easiest thing to do is to drop everything but the first
// frame and go back to the initial state.
bool restartDecoder = mPending == 0;
mInsertIndex = 0;
mPending = 2 * mBatch;
// Discard all frames besides the first, because the decoder always expects
// that when it re-inserts a frame, it is not present. (It doesn't re-insert
// the first frame.)
for (size_t i = 1; i < mFrames.Length(); ++i) {
RawAccessFrameRef discard = Move(mFrames[i]);
}
return restartDecoder;
}
} // namespace image
} // namespace mozilla