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![Andrew Osmond](/assets/img/avatar_default.png)
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
495 lines
16 KiB
C++
495 lines
16 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 "AnimationSurfaceProvider.h"
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#include "gfxPrefs.h"
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#include "mozilla/gfx/gfxVars.h"
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#include "nsProxyRelease.h"
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#include "DecodePool.h"
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#include "Decoder.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace image {
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AnimationSurfaceProvider::AnimationSurfaceProvider(NotNull<RasterImage*> aImage,
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const SurfaceKey& aSurfaceKey,
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NotNull<Decoder*> aDecoder,
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size_t aCurrentFrame)
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: ISurfaceProvider(ImageKey(aImage.get()), aSurfaceKey,
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AvailabilityState::StartAsPlaceholder())
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, mImage(aImage.get())
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, mDecodingMutex("AnimationSurfaceProvider::mDecoder")
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, mDecoder(aDecoder.get())
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, mFramesMutex("AnimationSurfaceProvider::mFrames")
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{
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MOZ_ASSERT(!mDecoder->IsMetadataDecode(),
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"Use MetadataDecodingTask for metadata decodes");
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MOZ_ASSERT(!mDecoder->IsFirstFrameDecode(),
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"Use DecodedSurfaceProvider for single-frame image decodes");
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// We may produce paletted surfaces for GIF which means the frames are smaller
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// than one would expect.
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size_t pixelSize = !aDecoder->ShouldBlendAnimation() &&
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aDecoder->GetType() == DecoderType::GIF
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? sizeof(uint8_t) : sizeof(uint32_t);
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// Calculate how many frames we need to decode in this animation before we
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// enter decode-on-demand mode.
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IntSize frameSize = aSurfaceKey.Size();
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size_t threshold =
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(size_t(gfxPrefs::ImageAnimatedDecodeOnDemandThresholdKB()) * 1024) /
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(pixelSize * frameSize.width * frameSize.height);
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size_t batch = gfxPrefs::ImageAnimatedDecodeOnDemandBatchSize();
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mFrames.reset(new AnimationFrameRetainedBuffer(threshold, batch, aCurrentFrame));
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}
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AnimationSurfaceProvider::~AnimationSurfaceProvider()
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{
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DropImageReference();
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if (mDecoder) {
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mDecoder->SetFrameRecycler(nullptr);
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}
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}
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void
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AnimationSurfaceProvider::DropImageReference()
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{
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if (!mImage) {
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return; // Nothing to do.
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}
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// RasterImage objects need to be destroyed on the main thread.
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NS_ReleaseOnMainThreadSystemGroup("AnimationSurfaceProvider::mImage",
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mImage.forget());
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}
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void
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AnimationSurfaceProvider::Reset()
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{
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// We want to go back to the beginning.
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bool mayDiscard;
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bool restartDecoder;
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{
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MutexAutoLock lock(mFramesMutex);
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// If we have not crossed the threshold, we know we haven't discarded any
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// frames, and thus we know it is safe move our display index back to the
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// very beginning. It would be cleaner to let the frame buffer make this
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// decision inside the AnimationFrameBuffer::Reset method, but if we have
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// crossed the threshold, we need to hold onto the decoding mutex too. We
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// should avoid blocking the main thread on the decoder threads.
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mayDiscard = mFrames->MayDiscard();
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if (!mayDiscard) {
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restartDecoder = mFrames->Reset();
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}
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}
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if (mayDiscard) {
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// We are over the threshold and have started discarding old frames. In
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// that case we need to seize the decoding mutex. Thankfully we know that
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// we are in the process of decoding at most the batch size frames, so
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// this should not take too long to acquire.
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MutexAutoLock lock(mDecodingMutex);
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// Recreate the decoder so we can regenerate the frames again.
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mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
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MOZ_ASSERT(mDecoder);
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MutexAutoLock lock2(mFramesMutex);
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restartDecoder = mFrames->Reset();
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}
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if (restartDecoder) {
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DecodePool::Singleton()->AsyncRun(this);
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}
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}
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void
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AnimationSurfaceProvider::Advance(size_t aFrame)
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{
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bool restartDecoder;
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{
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// Typical advancement of a frame.
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MutexAutoLock lock(mFramesMutex);
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restartDecoder = mFrames->AdvanceTo(aFrame);
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}
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if (restartDecoder) {
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DecodePool::Singleton()->AsyncRun(this);
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}
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}
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DrawableFrameRef
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AnimationSurfaceProvider::DrawableRef(size_t aFrame)
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{
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MutexAutoLock lock(mFramesMutex);
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if (Availability().IsPlaceholder()) {
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MOZ_ASSERT_UNREACHABLE("Calling DrawableRef() on a placeholder");
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return DrawableFrameRef();
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}
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imgFrame* frame = mFrames->Get(aFrame, /* aForDisplay */ true);
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if (!frame) {
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return DrawableFrameRef();
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}
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return frame->DrawableRef();
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}
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already_AddRefed<imgFrame>
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AnimationSurfaceProvider::GetFrame(size_t aFrame)
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{
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MutexAutoLock lock(mFramesMutex);
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if (Availability().IsPlaceholder()) {
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MOZ_ASSERT_UNREACHABLE("Calling GetFrame() on a placeholder");
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return nullptr;
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}
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RefPtr<imgFrame> frame = mFrames->Get(aFrame, /* aForDisplay */ false);
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MOZ_ASSERT_IF(frame, frame->IsFinished());
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return frame.forget();
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}
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bool
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AnimationSurfaceProvider::IsFinished() const
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{
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MutexAutoLock lock(mFramesMutex);
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if (Availability().IsPlaceholder()) {
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MOZ_ASSERT_UNREACHABLE("Calling IsFinished() on a placeholder");
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return false;
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}
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return mFrames->IsFirstFrameFinished();
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}
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bool
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AnimationSurfaceProvider::IsFullyDecoded() const
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{
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MutexAutoLock lock(mFramesMutex);
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return mFrames->SizeKnown() && !mFrames->MayDiscard();
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}
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size_t
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AnimationSurfaceProvider::LogicalSizeInBytes() const
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{
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// When decoding animated images, we need at most three live surfaces: the
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// composited surface, the previous composited surface for
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// DisposalMethod::RESTORE_PREVIOUS, and the surface we're currently decoding
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// into. The composited surfaces are always BGRA. Although the surface we're
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// decoding into may be paletted, and may be smaller than the real size of the
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// image, we assume the worst case here.
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// XXX(seth): Note that this is actually not accurate yet; we're storing the
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// full sequence of frames, not just the three live surfaces mentioned above.
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// Unfortunately there's no way to know in advance how many frames an
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// animation has, so we really can't do better here. This will become correct
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// once bug 1289954 is complete.
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IntSize size = GetSurfaceKey().Size();
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return 3 * size.width * size.height * sizeof(uint32_t);
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}
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void
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AnimationSurfaceProvider::AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
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const AddSizeOfCb& aCallback)
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{
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// Note that the surface cache lock is already held here, and then we acquire
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// mFramesMutex. For this method, this ordering is unavoidable, which means
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// that we must be careful to always use the same ordering elsewhere.
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MutexAutoLock lock(mFramesMutex);
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mFrames->AddSizeOfExcludingThis(aMallocSizeOf, aCallback);
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}
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void
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AnimationSurfaceProvider::Run()
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{
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MutexAutoLock lock(mDecodingMutex);
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if (!mDecoder) {
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MOZ_ASSERT_UNREACHABLE("Running after decoding finished?");
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return;
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}
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while (true) {
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// Run the decoder.
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LexerResult result = mDecoder->Decode(WrapNotNull(this));
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if (result.is<TerminalState>()) {
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// We may have a new frame now, but it's not guaranteed - a decoding
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// failure or truncated data may mean that no new frame got produced.
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// Since we're not sure, rather than call CheckForNewFrameAtYield() here
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// we call CheckForNewFrameAtTerminalState(), which handles both of these
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// possibilities.
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bool continueDecoding = CheckForNewFrameAtTerminalState();
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FinishDecoding();
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// Even if it is the last frame, we may not have enough frames buffered
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// ahead of the current. If we are shutting down, we want to ensure we
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// release the thread as soon as possible. The animation may advance even
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// during shutdown, which keeps us decoding, and thus blocking the decode
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// pool during teardown.
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if (!mDecoder || !continueDecoding ||
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DecodePool::Singleton()->IsShuttingDown()) {
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return;
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}
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// Restart from the very beginning because the decoder was recreated.
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continue;
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}
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// Notify for the progress we've made so far.
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if (mImage && mDecoder->HasProgress()) {
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NotifyProgress(WrapNotNull(mImage), WrapNotNull(mDecoder));
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}
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if (result == LexerResult(Yield::NEED_MORE_DATA)) {
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// We can't make any more progress right now. The decoder itself will ensure
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// that we get reenqueued when more data is available; just return for now.
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return;
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}
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// There's new output available - a new frame! Grab it. If we don't need any
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// more for the moment we can break out of the loop. If we are shutting
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// down, we want to ensure we release the thread as soon as possible. The
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// animation may advance even during shutdown, which keeps us decoding, and
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// thus blocking the decode pool during teardown.
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MOZ_ASSERT(result == LexerResult(Yield::OUTPUT_AVAILABLE));
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if (!CheckForNewFrameAtYield() ||
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DecodePool::Singleton()->IsShuttingDown()) {
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return;
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}
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}
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}
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bool
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AnimationSurfaceProvider::CheckForNewFrameAtYield()
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{
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mDecodingMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(mDecoder);
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bool justGotFirstFrame = false;
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bool continueDecoding = false;
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{
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MutexAutoLock lock(mFramesMutex);
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// Try to get the new frame from the decoder.
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RefPtr<imgFrame> frame = mDecoder->GetCurrentFrame();
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MOZ_ASSERT(mDecoder->HasFrameToTake());
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mDecoder->ClearHasFrameToTake();
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if (!frame) {
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MOZ_ASSERT_UNREACHABLE("Decoder yielded but didn't produce a frame?");
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return true;
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}
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// We should've gotten a different frame than last time.
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MOZ_ASSERT(!mFrames->IsLastInsertedFrame(frame));
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// Append the new frame to the list.
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AnimationFrameBuffer::InsertStatus status =
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mFrames->Insert(std::move(frame));
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switch (status) {
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case AnimationFrameBuffer::InsertStatus::DISCARD_CONTINUE:
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continueDecoding = true;
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MOZ_FALLTHROUGH;
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case AnimationFrameBuffer::InsertStatus::DISCARD_YIELD:
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RequestFrameDiscarding();
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break;
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case AnimationFrameBuffer::InsertStatus::CONTINUE:
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continueDecoding = true;
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break;
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case AnimationFrameBuffer::InsertStatus::YIELD:
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break;
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default:
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MOZ_ASSERT_UNREACHABLE("Unhandled insert status!");
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break;
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}
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// We only want to handle the first frame if it is the first pass for the
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// animation decoder. The owning image will be cleared after that.
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size_t frameCount = mFrames->Size();
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if (frameCount == 1 && mImage) {
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justGotFirstFrame = true;
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}
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}
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if (justGotFirstFrame) {
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AnnounceSurfaceAvailable();
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}
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return continueDecoding;
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}
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bool
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AnimationSurfaceProvider::CheckForNewFrameAtTerminalState()
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{
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mDecodingMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(mDecoder);
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bool justGotFirstFrame = false;
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bool continueDecoding;
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{
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MutexAutoLock lock(mFramesMutex);
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// The decoder may or may not have a new frame for us at this point. Avoid
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// reinserting the same frame again.
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RefPtr<imgFrame> frame = mDecoder->GetCurrentFrame();
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// If the decoder didn't finish a new frame (ie if, after starting the
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// frame, it got an error and aborted the frame and the rest of the decode)
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// that means it won't be reporting it to the image or FrameAnimator so we
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// should ignore it too, that's what HasFrameToTake tracks basically.
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if (!mDecoder->HasFrameToTake()) {
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frame = nullptr;
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} else {
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MOZ_ASSERT(frame);
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mDecoder->ClearHasFrameToTake();
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}
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if (!frame || mFrames->IsLastInsertedFrame(frame)) {
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return mFrames->MarkComplete(mDecoder->GetFirstFrameRefreshArea());
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}
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// Append the new frame to the list.
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AnimationFrameBuffer::InsertStatus status = mFrames->Insert(std::move(frame));
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switch (status) {
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case AnimationFrameBuffer::InsertStatus::DISCARD_CONTINUE:
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case AnimationFrameBuffer::InsertStatus::DISCARD_YIELD:
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RequestFrameDiscarding();
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break;
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case AnimationFrameBuffer::InsertStatus::CONTINUE:
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case AnimationFrameBuffer::InsertStatus::YIELD:
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break;
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default:
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MOZ_ASSERT_UNREACHABLE("Unhandled insert status!");
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break;
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}
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continueDecoding =
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mFrames->MarkComplete(mDecoder->GetFirstFrameRefreshArea());
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// We only want to handle the first frame if it is the first pass for the
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// animation decoder. The owning image will be cleared after that.
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if (mFrames->Size() == 1 && mImage) {
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justGotFirstFrame = true;
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}
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}
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if (justGotFirstFrame) {
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AnnounceSurfaceAvailable();
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}
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return continueDecoding;
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}
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void
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AnimationSurfaceProvider::RequestFrameDiscarding()
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{
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mDecodingMutex.AssertCurrentThreadOwns();
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mFramesMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(mDecoder);
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if (mFrames->MayDiscard() || mFrames->IsRecycling()) {
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MOZ_ASSERT_UNREACHABLE("Already replaced frame queue!");
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return;
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}
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auto oldFrameQueue = static_cast<AnimationFrameRetainedBuffer*>(mFrames.get());
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// We only recycle if it is a full frame. Partial frames may be sized
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// differently from each other. We do not support recycling with WebRender
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// and shared surfaces at this time as there is additional synchronization
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// required to know when it is safe to recycle.
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MOZ_ASSERT(!mDecoder->GetFrameRecycler());
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if (gfxPrefs::ImageAnimatedDecodeOnDemandRecycle() &&
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mDecoder->ShouldBlendAnimation() &&
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(!gfxVars::GetUseWebRenderOrDefault() || !gfxPrefs::ImageMemShared())) {
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mFrames.reset(new AnimationFrameRecyclingQueue(std::move(*oldFrameQueue)));
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mDecoder->SetFrameRecycler(this);
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} else {
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mFrames.reset(new AnimationFrameDiscardingQueue(std::move(*oldFrameQueue)));
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}
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}
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void
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AnimationSurfaceProvider::AnnounceSurfaceAvailable()
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{
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mFramesMutex.AssertNotCurrentThreadOwns();
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MOZ_ASSERT(mImage);
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// We just got the first frame; let the surface cache know. We deliberately do
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// this outside of mFramesMutex to avoid a potential deadlock with
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// AddSizeOfExcludingThis(), since otherwise we'd be acquiring mFramesMutex
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// and then the surface cache lock, while the memory reporting code would
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// acquire the surface cache lock and then mFramesMutex.
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SurfaceCache::SurfaceAvailable(WrapNotNull(this));
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}
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void
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AnimationSurfaceProvider::FinishDecoding()
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{
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mDecodingMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(mDecoder);
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if (mImage) {
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// Send notifications.
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NotifyDecodeComplete(WrapNotNull(mImage), WrapNotNull(mDecoder));
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}
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// Determine if we need to recreate the decoder, in case we are discarding
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// frames and need to loop back to the beginning.
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bool recreateDecoder;
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{
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MutexAutoLock lock(mFramesMutex);
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recreateDecoder = !mFrames->HasRedecodeError() && mFrames->MayDiscard();
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}
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if (recreateDecoder) {
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mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
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MOZ_ASSERT(mDecoder);
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} else {
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mDecoder = nullptr;
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}
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// We don't need a reference to our image anymore, either, and we don't want
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// one. We may be stored in the surface cache for a long time after decoding
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// finishes. If we don't drop our reference to the image, we'll end up
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// keeping it alive as long as we remain in the surface cache, which could
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// greatly extend the image's lifetime - in fact, if the image isn't
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// discardable, it'd result in a leak!
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DropImageReference();
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}
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bool
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AnimationSurfaceProvider::ShouldPreferSyncRun() const
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{
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MutexAutoLock lock(mDecodingMutex);
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MOZ_ASSERT(mDecoder);
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return mDecoder->ShouldSyncDecode(gfxPrefs::ImageMemDecodeBytesAtATime());
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}
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RawAccessFrameRef
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AnimationSurfaceProvider::RecycleFrame(gfx::IntRect& aRecycleRect)
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{
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MutexAutoLock lock(mFramesMutex);
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MOZ_ASSERT(mFrames->IsRecycling());
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return mFrames->RecycleFrame(aRecycleRect);
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}
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} // namespace image
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} // namespace mozilla
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