gecko-dev/image/AnimationSurfaceProvider.h
Andrew Osmond 0f2cb305c1 Bug 1465619 - Part 11. Add support for recycling animated image frames. r=tnikkel
This is what we have been working towards in all of the previous parts
in the series. This subclasses AnimationFrameDiscardingQueue to save the
discarded frames for recycling by the decoder, if the frame is marked as
supporting recycling.

Differential Revision: https://phabricator.services.mozilla.com/D7516
2018-10-22 13:40:35 -04:00

126 lines
4.1 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/. */
/**
* An ISurfaceProvider for animated images.
*/
#ifndef mozilla_image_AnimationSurfaceProvider_h
#define mozilla_image_AnimationSurfaceProvider_h
#include "mozilla/UniquePtr.h"
#include "Decoder.h"
#include "FrameAnimator.h"
#include "IDecodingTask.h"
#include "ISurfaceProvider.h"
#include "AnimationFrameBuffer.h"
namespace mozilla {
namespace image {
/**
* An ISurfaceProvider that manages the decoding of animated images and
* dynamically generates surfaces for the current playback state of the
* animation.
*/
class AnimationSurfaceProvider final
: public ISurfaceProvider
, public IDecodingTask
, public IDecoderFrameRecycler
{
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(AnimationSurfaceProvider, override)
AnimationSurfaceProvider(NotNull<RasterImage*> aImage,
const SurfaceKey& aSurfaceKey,
NotNull<Decoder*> aDecoder,
size_t aCurrentFrame);
//////////////////////////////////////////////////////////////////////////////
// ISurfaceProvider implementation.
//////////////////////////////////////////////////////////////////////////////
public:
// We use the ISurfaceProvider constructor of DrawableSurface to indicate that
// our surfaces are computed lazily.
DrawableSurface Surface() override { return DrawableSurface(WrapNotNull(this)); }
bool IsFinished() const override;
bool IsFullyDecoded() const override;
size_t LogicalSizeInBytes() const override;
void AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
const AddSizeOfCb& aCallback) override;
void Reset() override;
void Advance(size_t aFrame) override;
protected:
DrawableFrameRef DrawableRef(size_t aFrame) override;
already_AddRefed<imgFrame> GetFrame(size_t aFrame) override;
// Animation frames are always locked. This is because we only want to release
// their memory atomically (due to the surface cache discarding them). If they
// were unlocked, the OS could end up releasing the memory of random frames
// from the middle of the animation, which is not worth the complexity of
// dealing with.
bool IsLocked() const override { return true; }
void SetLocked(bool) override { }
//////////////////////////////////////////////////////////////////////////////
// IDecodingTask implementation.
//////////////////////////////////////////////////////////////////////////////
public:
void Run() override;
bool ShouldPreferSyncRun() const override;
// Full decodes are low priority compared to metadata decodes because they
// don't block layout or page load.
TaskPriority Priority() const override { return TaskPriority::eLow; }
//////////////////////////////////////////////////////////////////////////////
// IDecoderFrameRecycler implementation.
//////////////////////////////////////////////////////////////////////////////
public:
RawAccessFrameRef RecycleFrame(gfx::IntRect& aRecycleRect) override;
private:
virtual ~AnimationSurfaceProvider();
void DropImageReference();
void AnnounceSurfaceAvailable();
void FinishDecoding();
void RequestFrameDiscarding();
// @returns Whether or not we should continue decoding.
bool CheckForNewFrameAtYield();
// @returns Whether or not we should restart decoding.
bool CheckForNewFrameAtTerminalState();
/// The image associated with our decoder.
RefPtr<RasterImage> mImage;
/// A mutex to protect mDecoder. Always taken before mFramesMutex.
mutable Mutex mDecodingMutex;
/// The decoder used to decode this animation.
RefPtr<Decoder> mDecoder;
/// A mutex to protect mFrames. Always taken after mDecodingMutex.
mutable Mutex mFramesMutex;
/// The frames of this animation, in order.
UniquePtr<AnimationFrameBuffer> mFrames;
};
} // namespace image
} // namespace mozilla
#endif // mozilla_image_AnimationSurfaceProvider_h