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cd7cf0fad3
The shared memory handle reporting has been generalized to be an external handle reporting. This is used for both shared memory, and for volatile memory (on Android.) This will allow us to have a better sense of just how many handles are being used by images on Android. Additionally we were not properly reporting forced heap allocated memory, if we were putting animated frames on the heap. This is because we used SourceSurfaceAlignedRawData without implementing AddSizeOfExcludingThis.
289 lines
8.6 KiB
C++
289 lines
8.6 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 "nsProxyRelease.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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: 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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}
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AnimationSurfaceProvider::~AnimationSurfaceProvider()
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{
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DropImageReference();
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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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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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if (mFrames.IsEmpty()) {
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MOZ_ASSERT_UNREACHABLE("Calling DrawableRef() when we have no frames");
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return DrawableFrameRef();
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}
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// If we don't have that frame, return an empty frame ref.
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if (aFrame >= mFrames.Length()) {
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return DrawableFrameRef();
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}
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// We've got the requested frame. Return it.
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MOZ_ASSERT(mFrames[aFrame]);
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return mFrames[aFrame]->DrawableRef();
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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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if (mFrames.IsEmpty()) {
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MOZ_ASSERT_UNREACHABLE("Calling IsFinished() when we have no frames");
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return false;
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}
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// As long as we have at least one finished frame, we're finished.
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return mFrames[0]->IsFinished();
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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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size_t& aHeapSizeOut,
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size_t& aNonHeapSizeOut,
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size_t& aExtHandlesOut)
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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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for (const RawAccessFrameRef& frame : mFrames) {
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frame->AddSizeOfExcludingThis(aMallocSizeOf, aHeapSizeOut,
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aNonHeapSizeOut, aExtHandlesOut);
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}
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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 || !mImage) {
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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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CheckForNewFrameAtTerminalState();
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// We're done!
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FinishDecoding();
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return;
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}
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// Notify for the progress we've made so far.
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if (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.
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MOZ_ASSERT(result == LexerResult(Yield::OUTPUT_AVAILABLE));
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CheckForNewFrameAtYield();
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}
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}
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void
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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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{
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MutexAutoLock lock(mFramesMutex);
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// Try to get the new frame from the decoder.
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RawAccessFrameRef frame = mDecoder->GetCurrentFrameRef();
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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;
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}
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// We should've gotten a different frame than last time.
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MOZ_ASSERT_IF(!mFrames.IsEmpty(),
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mFrames.LastElement().get() != frame.get());
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// Append the new frame to the list.
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mFrames.AppendElement(Move(frame));
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if (mFrames.Length() == 1) {
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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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}
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void
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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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{
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MutexAutoLock lock(mFramesMutex);
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RawAccessFrameRef frame = mDecoder->GetCurrentFrameRef();
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if (!frame) {
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return;
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}
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if (!mFrames.IsEmpty() && mFrames.LastElement().get() == frame.get()) {
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return; // We already have this one.
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}
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// Append the new frame to the list.
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mFrames.AppendElement(Move(frame));
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if (mFrames.Length() == 1) {
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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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}
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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(mImage);
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MOZ_ASSERT(mDecoder);
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// Send notifications.
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NotifyDecodeComplete(WrapNotNull(mImage), WrapNotNull(mDecoder));
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// Destroy our decoder; we don't need it anymore.
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mDecoder = nullptr;
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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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} // namespace image
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} // namespace mozilla
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