forked from mirrors/gecko-dev
		
	 5702c6bb2c
			
		
	
	
		5702c6bb2c
		
	
	
	
	
		
			
			I added this in bug 1676990, I'm not sure why I ignored the rect return value, probably should have either asserted it was empty if I thought that or dealt with the return value. Depends on D143894 Differential Revision: https://phabricator.services.mozilla.com/D143895
		
			
				
	
	
		
			519 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			519 lines
		
	
	
	
		
			20 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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| 
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| #include "FrameAnimator.h"
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| 
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| #include <utility>
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| 
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| #include "LookupResult.h"
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| #include "RasterImage.h"
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| #include "imgIContainer.h"
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| #include "mozilla/CheckedInt.h"
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| #include "mozilla/ProfilerLabels.h"
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| #include "mozilla/StaticPrefs_image.h"
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| 
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| namespace mozilla {
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| 
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| using namespace gfx;
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| 
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| namespace image {
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| 
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| ///////////////////////////////////////////////////////////////////////////////
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| // AnimationState implementation.
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| ///////////////////////////////////////////////////////////////////////////////
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| 
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| const gfx::IntRect AnimationState::UpdateState(
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|     RasterImage* aImage, const gfx::IntSize& aSize,
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|     bool aAllowInvalidation /* = true */) {
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|   LookupResult result = SurfaceCache::Lookup(
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|       ImageKey(aImage),
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|       RasterSurfaceKey(aSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
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|       /* aMarkUsed = */ false);
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| 
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|   return UpdateStateInternal(result, aSize, aAllowInvalidation);
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| }
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| 
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| const gfx::IntRect AnimationState::UpdateStateInternal(
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|     LookupResult& aResult, const gfx::IntSize& aSize,
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|     bool aAllowInvalidation /* = true */) {
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|   // Update mDiscarded and mIsCurrentlyDecoded.
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|   if (aResult.Type() == MatchType::NOT_FOUND) {
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|     // no frames, we've either been discarded, or never been decoded before.
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|     mDiscarded = mHasBeenDecoded;
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|     mIsCurrentlyDecoded = false;
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|   } else if (aResult.Type() == MatchType::PENDING) {
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|     // no frames yet, but a decoder is or will be working on it.
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|     mDiscarded = false;
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|     mIsCurrentlyDecoded = false;
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|     mHasRequestedDecode = true;
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|   } else {
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|     MOZ_ASSERT(aResult.Type() == MatchType::EXACT);
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|     mDiscarded = false;
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|     mHasRequestedDecode = true;
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| 
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|     // If we can seek to the current animation frame we consider it decoded.
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|     // Animated images are never fully decoded unless very short.
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|     // Note that we use GetFrame instead of Seek here. The difference is that
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|     // Seek eventually calls AnimationFrameBuffer::Get with aForDisplay == true,
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|     // whereas GetFrame calls AnimationFrameBuffer::Get with aForDisplay ==
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|     // false. The aForDisplay can change whether those functions succeed or not
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|     // (only for the first frame). Since this is not for display we want to pass
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|     // aForDisplay == false, but also for consistency with
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|     // RequestRefresh/AdvanceFrame, because we want our state to be in sync with
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|     // those functions. The user of Seek (GetCompositedFrame) doesn't need to be
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|     // in sync with our state.
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|     RefPtr<imgFrame> currentFrame =
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|         bool(aResult.Surface())
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|             ? aResult.Surface().GetFrame(mCurrentAnimationFrameIndex)
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|             : nullptr;
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|     mIsCurrentlyDecoded = !!currentFrame;
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|   }
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| 
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|   gfx::IntRect ret;
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| 
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|   if (aAllowInvalidation) {
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|     // Update the value of mCompositedFrameInvalid.
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|     if (mIsCurrentlyDecoded) {
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|       // It is safe to clear mCompositedFrameInvalid safe to do for images that
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|       // are fully decoded but aren't finished animating because before we paint
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|       // the refresh driver will call into us to advance to the correct frame,
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|       // and that will succeed because we have all the frames.
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|       if (mCompositedFrameInvalid) {
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|         // Invalidate if we are marking the composited frame valid.
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|         ret.SizeTo(aSize);
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|       }
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|       mCompositedFrameInvalid = false;
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|     } else {
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|       if (mHasRequestedDecode) {
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|         MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
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|         mCompositedFrameInvalid = true;
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|       }
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|     }
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|     // Otherwise don't change the value of mCompositedFrameInvalid, it will be
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|     // updated by RequestRefresh.
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|   }
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| 
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|   return ret;
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| }
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| 
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| void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded = true; }
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| 
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| void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; }
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| 
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| void AnimationState::SetAnimationMode(uint16_t aAnimationMode) {
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|   mAnimationMode = aAnimationMode;
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| }
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| 
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| void AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount) {
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|   if (aFrameCount <= mFrameCount) {
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|     // Nothing to do. Since we can redecode animated images, we may see the same
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|     // sequence of updates replayed again, so seeing a smaller frame count than
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|     // what we already know about doesn't indicate an error.
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|     return;
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|   }
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| 
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|   MOZ_ASSERT(!mHasBeenDecoded, "Adding new frames after decoding is finished?");
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|   MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?");
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| 
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|   mFrameCount = aFrameCount;
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| }
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| 
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| Maybe<uint32_t> AnimationState::FrameCount() const {
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|   return mHasBeenDecoded ? Some(mFrameCount) : Nothing();
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| }
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| 
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| void AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea) {
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|   mFirstFrameRefreshArea = aRefreshArea;
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| }
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| 
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| void AnimationState::InitAnimationFrameTimeIfNecessary() {
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|   if (mCurrentAnimationFrameTime.IsNull()) {
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|     mCurrentAnimationFrameTime = TimeStamp::Now();
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|   }
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| }
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| 
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| void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) {
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|   mCurrentAnimationFrameTime = aTime;
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| }
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| 
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| bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime) {
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|   if (!StaticPrefs::image_animated_resume_from_last_displayed() ||
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|       mCurrentAnimationFrameTime >= aTime) {
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|     return false;
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|   }
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| 
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|   // We are configured to stop an animation when it is out of view, and restart
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|   // it from the same point when it comes back into view. The same applies if it
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|   // was discarded while out of view.
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|   mCurrentAnimationFrameTime = aTime;
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|   return true;
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| }
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| 
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| uint32_t AnimationState::GetCurrentAnimationFrameIndex() const {
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|   return mCurrentAnimationFrameIndex;
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| }
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| 
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| FrameTimeout AnimationState::LoopLength() const {
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|   // If we don't know the loop length yet, we have to treat it as infinite.
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|   if (!mLoopLength) {
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|     return FrameTimeout::Forever();
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|   }
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| 
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|   MOZ_ASSERT(mHasBeenDecoded,
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|              "We know the loop length but decoding isn't done?");
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| 
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|   // If we're not looping, a single loop time has no meaning.
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|   if (mAnimationMode != imgIContainer::kNormalAnimMode) {
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|     return FrameTimeout::Forever();
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|   }
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| 
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|   return *mLoopLength;
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| }
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| 
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| ///////////////////////////////////////////////////////////////////////////////
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| // FrameAnimator implementation.
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| ///////////////////////////////////////////////////////////////////////////////
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| 
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| TimeStamp FrameAnimator::GetCurrentImgFrameEndTime(
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|     AnimationState& aState, FrameTimeout aCurrentTimeout) const {
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|   if (aCurrentTimeout == FrameTimeout::Forever()) {
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|     // We need to return a sentinel value in this case, because our logic
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|     // doesn't work correctly if we have an infinitely long timeout. We use one
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|     // year in the future as the sentinel because it works with the loop in
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|     // RequestRefresh() below.
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|     // XXX(seth): It'd be preferable to make our logic work correctly with
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|     // infinitely long timeouts.
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|     return TimeStamp::NowLoRes() + TimeDuration::FromMilliseconds(31536000.0);
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|   }
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| 
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|   TimeDuration durationOfTimeout =
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|       TimeDuration::FromMilliseconds(double(aCurrentTimeout.AsMilliseconds()));
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|   return aState.mCurrentAnimationFrameTime + durationOfTimeout;
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| }
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| 
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| RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState,
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|                                           DrawableSurface& aFrames,
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|                                           RefPtr<imgFrame>& aCurrentFrame,
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|                                           TimeStamp aTime) {
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|   AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS);
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| 
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|   RefreshResult ret;
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| 
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|   // Determine what the next frame is, taking into account looping.
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|   uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex;
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|   uint32_t nextFrameIndex = currentFrameIndex + 1;
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| 
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|   // Check if we're at the end of the loop. (FrameCount() returns Nothing() if
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|   // we don't know the total count yet.)
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|   if (aState.FrameCount() == Some(nextFrameIndex)) {
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|     // If we are not looping forever, initialize the loop counter
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|     if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) {
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|       aState.mLoopRemainingCount = aState.LoopCount();
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|     }
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| 
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|     // If animation mode is "loop once", or we're at end of loop counter,
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|     // it's time to stop animating.
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|     if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
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|         aState.mLoopRemainingCount == 0) {
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|       ret.mAnimationFinished = true;
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|     }
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| 
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|     nextFrameIndex = 0;
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| 
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|     if (aState.mLoopRemainingCount > 0) {
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|       aState.mLoopRemainingCount--;
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|     }
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| 
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|     // If we're done, exit early.
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|     if (ret.mAnimationFinished) {
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|       return ret;
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|     }
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|   }
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| 
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|   if (nextFrameIndex >= aState.KnownFrameCount()) {
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|     // We've already advanced to the last decoded frame, nothing more we can do.
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|     // We're blocked by network/decoding from displaying the animation at the
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|     // rate specified, so that means the frame we are displaying (the latest
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|     // available) is the frame we want to be displaying at this time. So we
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|     // update the current animation time. If we didn't update the current
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|     // animation time then it could lag behind, which would indicate that we are
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|     // behind in the animation and should try to catch up. When we are done
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|     // decoding (and thus can loop around back to the start of the animation) we
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|     // would then jump to a random point in the animation to try to catch up.
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|     // But we were never behind in the animation.
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|     aState.mCurrentAnimationFrameTime = aTime;
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|     return ret;
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|   }
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| 
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|   // There can be frames in the surface cache with index >= KnownFrameCount()
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|   // which GetRawFrame() can access because an async decoder has decoded them,
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|   // but which AnimationState doesn't know about yet because we haven't received
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|   // the appropriate notification on the main thread. Make sure we stay in sync
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|   // with AnimationState.
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|   MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount());
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|   RefPtr<imgFrame> nextFrame = aFrames.GetFrame(nextFrameIndex);
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| 
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|   // We should always check to see if we have the next frame even if we have
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|   // previously finished decoding. If we needed to redecode (e.g. due to a draw
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|   // failure) we would have discarded all the old frames and may not yet have
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|   // the new ones. DrawableSurface::RawAccessRef promises to only return
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|   // finished frames.
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|   if (!nextFrame) {
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|     // Uh oh, the frame we want to show is currently being decoded (partial).
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|     // Similar to the above case, we could be blocked by network or decoding,
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|     // and so we should advance our current time rather than risk jumping
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|     // through the animation. We will wait until the next refresh driver tick
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|     // and try again.
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|     aState.mCurrentAnimationFrameTime = aTime;
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|     return ret;
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|   }
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| 
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|   if (nextFrame->GetTimeout() == FrameTimeout::Forever()) {
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|     ret.mAnimationFinished = true;
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|   }
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| 
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|   if (nextFrameIndex == 0) {
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|     ret.mDirtyRect = aState.FirstFrameRefreshArea();
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|   } else {
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|     ret.mDirtyRect = nextFrame->GetDirtyRect();
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|   }
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| 
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|   aState.mCurrentAnimationFrameTime =
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|       GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
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| 
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|   // If we can get closer to the current time by a multiple of the image's loop
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|   // time, we should. We can only do this if we're done decoding; otherwise, we
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|   // don't know the full loop length, and LoopLength() will have to return
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|   // FrameTimeout::Forever(). We also skip this for images with a finite loop
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|   // count if we have initialized mLoopRemainingCount (it only gets initialized
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|   // after one full loop).
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|   FrameTimeout loopTime = aState.LoopLength();
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|   if (loopTime != FrameTimeout::Forever() &&
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|       (aState.LoopCount() < 0 || aState.mLoopRemainingCount >= 0)) {
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|     TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime;
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|     if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) {
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|       // Explicitly use integer division to get the floor of the number of
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|       // loops.
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|       uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) /
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|                        loopTime.AsMilliseconds();
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| 
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|       // If we have a finite loop count limit the number of loops we advance.
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|       if (aState.mLoopRemainingCount >= 0) {
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|         MOZ_ASSERT(aState.LoopCount() >= 0);
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|         loops =
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|             std::min(loops, CheckedUint64(aState.mLoopRemainingCount).value());
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|       }
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| 
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|       aState.mCurrentAnimationFrameTime +=
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|           TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds());
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| 
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|       if (aState.mLoopRemainingCount >= 0) {
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|         MOZ_ASSERT(loops <= CheckedUint64(aState.mLoopRemainingCount).value());
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|         aState.mLoopRemainingCount -= CheckedInt32(loops).value();
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|       }
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|     }
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|   }
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| 
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|   // Set currentAnimationFrameIndex at the last possible moment
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|   aState.mCurrentAnimationFrameIndex = nextFrameIndex;
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|   aCurrentFrame = std::move(nextFrame);
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|   aFrames.Advance(nextFrameIndex);
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| 
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|   // If we're here, we successfully advanced the frame.
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|   ret.mFrameAdvanced = true;
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| 
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|   return ret;
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| }
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| 
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| void FrameAnimator::ResetAnimation(AnimationState& aState) {
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|   aState.ResetAnimation();
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| 
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|   // Our surface provider is synchronized to our state, so we need to reset its
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|   // state as well, if we still have one.
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|   SurfaceCache::ResetAnimation(
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|       ImageKey(mImage),
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|       RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated));
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| 
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|   // Calling Reset on the surface of the animation can cause discarding surface
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|   // providers to throw out all their frames so refresh our state.
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|   OrientedIntRect rect =
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|       OrientedIntRect::FromUnknownRect(aState.UpdateState(mImage, mSize));
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| 
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|   if (!rect.IsEmpty()) {
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|     nsCOMPtr<nsIEventTarget> eventTarget = do_GetMainThread();
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|     RefPtr<RasterImage> image = mImage;
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|     nsCOMPtr<nsIRunnable> ev = NS_NewRunnableFunction(
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|         "FrameAnimator::ResetAnimation",
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|         [=]() -> void { image->NotifyProgress(NoProgress, rect); });
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|     eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL);
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|   }
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| }
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| 
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| RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState,
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|                                             const TimeStamp& aTime) {
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|   // By default, an empty RefreshResult.
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|   RefreshResult ret;
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| 
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|   if (aState.IsDiscarded()) {
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|     aState.MaybeAdvanceAnimationFrameTime(aTime);
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|     return ret;
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|   }
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| 
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|   // Get the animation frames once now, and pass them down to callees because
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|   // the surface could be discarded at anytime on a different thread. This is
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|   // must easier to reason about then trying to write code that is safe to
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|   // having the surface disappear at anytime.
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|   LookupResult result = SurfaceCache::Lookup(
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|       ImageKey(mImage),
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|       RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
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|       /* aMarkUsed = */ true);
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| 
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|   ret.mDirtyRect = aState.UpdateStateInternal(result, mSize);
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|   if (aState.IsDiscarded() || !result) {
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|     aState.MaybeAdvanceAnimationFrameTime(aTime);
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|     return ret;
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|   }
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| 
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|   RefPtr<imgFrame> currentFrame =
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|       result.Surface().GetFrame(aState.mCurrentAnimationFrameIndex);
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| 
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|   // only advance the frame if the current time is greater than or
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|   // equal to the current frame's end time.
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|   if (!currentFrame) {
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|     MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
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|     MOZ_ASSERT(aState.GetHasRequestedDecode() &&
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|                !aState.GetIsCurrentlyDecoded());
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|     MOZ_ASSERT(aState.mCompositedFrameInvalid);
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|     // Nothing we can do but wait for our previous current frame to be decoded
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|     // again so we can determine what to do next.
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|     aState.MaybeAdvanceAnimationFrameTime(aTime);
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|     return ret;
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|   }
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| 
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|   TimeStamp currentFrameEndTime =
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|       GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
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| 
 | |
|   // If nothing has accessed the composited frame since the last time we
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|   // advanced, then there is no point in continuing to advance the animation.
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|   // This has the effect of freezing the animation while not in view.
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|   if (!result.Surface().MayAdvance() &&
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|       aState.MaybeAdvanceAnimationFrameTime(aTime)) {
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|     return ret;
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|   }
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| 
 | |
|   while (currentFrameEndTime <= aTime) {
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|     TimeStamp oldFrameEndTime = currentFrameEndTime;
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| 
 | |
|     RefreshResult frameRes =
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|         AdvanceFrame(aState, result.Surface(), currentFrame, aTime);
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| 
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|     // Accumulate our result for returning to callers.
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|     ret.Accumulate(frameRes);
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| 
 | |
|     // currentFrame was updated by AdvanceFrame so it is still current.
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|     currentFrameEndTime =
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|         GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
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| 
 | |
|     // If we didn't advance a frame, and our frame end time didn't change,
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|     // then we need to break out of this loop & wait for the frame(s)
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|     // to finish downloading.
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|     if (!frameRes.mFrameAdvanced && currentFrameEndTime == oldFrameEndTime) {
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|       break;
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|     }
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|   }
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| 
 | |
|   // We should only mark the composited frame as valid and reset the dirty rect
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|   // if we advanced (meaning the next frame was actually produced somehow), the
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|   // composited frame was previously invalid (so we may need to repaint
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|   // everything) and either the frame index is valid (to know we were doing
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|   // blending on the main thread, instead of on the decoder threads in advance),
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|   // or the current frame is a full frame (blends off the main thread).
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|   //
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|   // If for some reason we forget to reset aState.mCompositedFrameInvalid, then
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|   // GetCompositedFrame will fail, even if we have all the data available for
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|   // display.
 | |
|   if (currentFrameEndTime > aTime && aState.mCompositedFrameInvalid) {
 | |
|     aState.mCompositedFrameInvalid = false;
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|     ret.mDirtyRect = IntRect(IntPoint(0, 0), mSize);
 | |
|   }
 | |
| 
 | |
|   MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid);
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| 
 | |
|   return ret;
 | |
| }
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| 
 | |
| LookupResult FrameAnimator::GetCompositedFrame(AnimationState& aState,
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|                                                bool aMarkUsed) {
 | |
|   LookupResult result = SurfaceCache::Lookup(
 | |
|       ImageKey(mImage),
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|       RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
 | |
|       aMarkUsed);
 | |
| 
 | |
|   if (result) {
 | |
|     // If we are getting the frame directly (e.g. through tests or canvas), we
 | |
|     // need to ensure the animation is marked to allow advancing to the next
 | |
|     // frame.
 | |
|     result.Surface().MarkMayAdvance();
 | |
|   }
 | |
| 
 | |
|   if (aState.mCompositedFrameInvalid) {
 | |
|     MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
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|     MOZ_ASSERT(aState.GetHasRequestedDecode());
 | |
|     MOZ_ASSERT(!aState.GetIsCurrentlyDecoded());
 | |
| 
 | |
|     if (result.Type() == MatchType::EXACT) {
 | |
|       // If our composited frame is marked as invalid but our frames are in the
 | |
|       // surface cache we might just have not updated our internal state yet.
 | |
|       // This can happen if the image is not in a document so that
 | |
|       // RequestRefresh is not getting called to advance the frame.
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|       // RequestRefresh would result in our composited frame getting marked as
 | |
|       // valid either at the end of RequestRefresh when we are able to advance
 | |
|       // to the current time or if advancing frames eventually causes us to
 | |
|       // decode all of the frames of the image resulting in DecodeComplete
 | |
|       // getting called which calls UpdateState. The reason we care about this
 | |
|       // is that img.decode promises won't resolve until GetCompositedFrame
 | |
|       // returns a frame.
 | |
|       OrientedIntRect rect = OrientedIntRect::FromUnknownRect(
 | |
|           aState.UpdateStateInternal(result, mSize));
 | |
| 
 | |
|       if (!rect.IsEmpty()) {
 | |
|         nsCOMPtr<nsIEventTarget> eventTarget = do_GetMainThread();
 | |
|         RefPtr<RasterImage> image = mImage;
 | |
|         nsCOMPtr<nsIRunnable> ev = NS_NewRunnableFunction(
 | |
|             "FrameAnimator::GetCompositedFrame",
 | |
|             [=]() -> void { image->NotifyProgress(NoProgress, rect); });
 | |
|         eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL);
 | |
|       }
 | |
|     }
 | |
| 
 | |
|     // If it's still invalid we have to return.
 | |
|     if (aState.mCompositedFrameInvalid) {
 | |
|       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);
 | |
|   }
 | |
| 
 | |
|   return result;
 | |
| }
 | |
| 
 | |
| }  // namespace image
 | |
| }  // namespace mozilla
 |