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			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			471 lines
		
	
	
	
		
			18 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 "AnimationFrameBuffer.h"
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| 
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| #include <utility>  // for Move
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| 
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| namespace mozilla {
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| namespace image {
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| 
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| AnimationFrameRetainedBuffer::AnimationFrameRetainedBuffer(size_t aThreshold,
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|                                                            size_t aBatch,
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|                                                            size_t aStartFrame)
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|     : AnimationFrameBuffer(aBatch, aStartFrame), mThreshold(aThreshold) {
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|   // To simplify the code, we have the assumption that the threshold for
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|   // entering discard-after-display mode is at least twice the batch size (since
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|   // that is the most frames-pending-decode we will request) + 1 for the current
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|   // frame. That way the redecoded frames being inserted will never risk
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|   // overlapping the frames we will discard due to the animation progressing.
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|   // That may cause us to use a little more memory than we want but that is an
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|   // acceptable tradeoff for simplicity.
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|   size_t minThreshold = 2 * mBatch + 1;
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|   if (mThreshold < minThreshold) {
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|     mThreshold = minThreshold;
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|   }
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| 
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|   // The maximum number of frames we should ever have decoded at one time is
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|   // twice the batch. That is a good as number as any to start our decoding at.
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|   mPending = mBatch * 2;
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| }
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| 
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| bool AnimationFrameRetainedBuffer::InsertInternal(RefPtr<imgFrame>&& aFrame) {
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|   // We should only insert new frames if we actually asked for them.
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|   MOZ_ASSERT(!mSizeKnown);
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|   MOZ_ASSERT(mFrames.Length() < mThreshold);
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| 
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|   ++mSize;
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|   mFrames.AppendElement(std::move(aFrame));
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|   MOZ_ASSERT(mSize == mFrames.Length());
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|   return mSize < mThreshold;
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| }
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| 
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| bool AnimationFrameRetainedBuffer::ResetInternal() {
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|   // If we haven't crossed the threshold, then we know by definition we have
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|   // not discarded any frames. If we previously requested more frames, but
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|   // it would have been more than we would have buffered otherwise, we can
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|   // stop the decoding after one more frame.
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|   if (mPending > 1 && mSize >= mBatch * 2 + 1) {
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|     MOZ_ASSERT(!mSizeKnown);
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|     mPending = 1;
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|   }
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| 
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|   // Either the decoder is still running, or we have enough frames already.
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|   // No need for us to restart it.
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|   return false;
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| }
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| 
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| bool AnimationFrameRetainedBuffer::MarkComplete(
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|     const gfx::IntRect& aFirstFrameRefreshArea) {
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|   MOZ_ASSERT(!mSizeKnown);
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|   mFirstFrameRefreshArea = aFirstFrameRefreshArea;
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|   mSizeKnown = true;
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|   mPending = 0;
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|   mFrames.Compact();
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|   return false;
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| }
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| 
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| void AnimationFrameRetainedBuffer::AdvanceInternal() {
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|   // We should not have advanced if we never inserted.
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|   MOZ_ASSERT(!mFrames.IsEmpty());
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|   // We only want to change the current frame index if we have advanced. This
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|   // means either a higher frame index, or going back to the beginning.
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|   size_t framesLength = mFrames.Length();
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|   // We should never have advanced beyond the frame buffer.
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|   MOZ_ASSERT(mGetIndex < framesLength);
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|   // We should never advance if the current frame is null -- it needs to know
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|   // the timeout from it at least to know when to advance.
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|   MOZ_ASSERT_IF(mGetIndex > 0, mFrames[mGetIndex - 1]);
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|   MOZ_ASSERT_IF(mGetIndex == 0, mFrames[framesLength - 1]);
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|   // The owner should have already accessed the next frame, so it should also
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|   // be available.
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|   MOZ_ASSERT(mFrames[mGetIndex]);
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| 
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|   if (!mSizeKnown) {
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|     // Calculate how many frames we have requested ahead of the current frame.
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|     size_t buffered = mPending + framesLength - mGetIndex - 1;
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|     if (buffered < mBatch) {
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|       // If we have fewer frames than the batch size, then ask for more. If we
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|       // do not have any pending, then we know that there is no active decoding.
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|       mPending += mBatch;
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|     }
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|   }
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| }
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| 
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| imgFrame* AnimationFrameRetainedBuffer::Get(size_t aFrame, bool aForDisplay) {
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|   // We should not have asked for a frame if we never inserted.
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|   if (mFrames.IsEmpty()) {
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|     MOZ_ASSERT_UNREACHABLE("Calling Get() when we have no frames");
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|     return nullptr;
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|   }
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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 nullptr;
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|   }
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| 
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|   // If we have space for the frame, it should always be available.
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|   if (!mFrames[aFrame]) {
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|     MOZ_ASSERT_UNREACHABLE("Calling Get() when frame is unavailable");
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|     return nullptr;
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|   }
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| 
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|   // If we are advancing on behalf of the animation, we don't expect it to be
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|   // getting any frames (besides the first) until we get the desired frame.
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|   MOZ_ASSERT(aFrame == 0 || mAdvance == 0);
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|   return mFrames[aFrame].get();
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| }
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| 
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| bool AnimationFrameRetainedBuffer::IsFirstFrameFinished() const {
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|   return !mFrames.IsEmpty() && mFrames[0]->IsFinished();
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| }
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| 
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| bool AnimationFrameRetainedBuffer::IsLastInsertedFrame(imgFrame* aFrame) const {
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|   return !mFrames.IsEmpty() && mFrames.LastElement().get() == aFrame;
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| }
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| 
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| void AnimationFrameRetainedBuffer::AddSizeOfExcludingThis(
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|     MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
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|   size_t i = 0;
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|   for (const RefPtr<imgFrame>& frame : mFrames) {
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|     ++i;
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|     frame->AddSizeOfExcludingThis(aMallocSizeOf,
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|                                   [&](AddSizeOfCbData& aMetadata) {
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|                                     aMetadata.mIndex = i;
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|                                     aCallback(aMetadata);
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|                                   });
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|   }
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| }
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| 
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| AnimationFrameDiscardingQueue::AnimationFrameDiscardingQueue(
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|     AnimationFrameRetainedBuffer&& aQueue)
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|     : AnimationFrameBuffer(aQueue),
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|       mInsertIndex(aQueue.mFrames.Length()),
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|       mFirstFrame(aQueue.mFrames[0]) {
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|   MOZ_ASSERT(!mSizeKnown);
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|   MOZ_ASSERT(!mRedecodeError);
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|   MOZ_ASSERT(mInsertIndex > 0);
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|   mMayDiscard = true;
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| 
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|   // We avoided moving aQueue.mFrames[0] for mFirstFrame above because it is
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|   // possible the animation was reset back to the beginning, and then we crossed
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|   // the threshold without advancing further. That would mean mGetIndex is 0.
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|   for (size_t i = mGetIndex; i < mInsertIndex; ++i) {
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|     MOZ_ASSERT(aQueue.mFrames[i]);
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|     mDisplay.push_back(std::move(aQueue.mFrames[i]));
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|   }
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| }
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| 
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| bool AnimationFrameDiscardingQueue::InsertInternal(RefPtr<imgFrame>&& aFrame) {
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|   if (mInsertIndex == mSize) {
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|     if (mSizeKnown) {
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|       // We produced more frames on a subsequent decode than on the first pass.
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|       mRedecodeError = true;
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|       mPending = 0;
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|       return true;
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|     }
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|     ++mSize;
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|   }
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| 
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|   // Even though we don't use redecoded first frames for display purposes, we
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|   // will still use them for recycling, so we still need to insert it.
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|   mDisplay.push_back(std::move(aFrame));
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|   ++mInsertIndex;
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|   MOZ_ASSERT(mInsertIndex <= mSize);
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|   return true;
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| }
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| 
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| bool AnimationFrameDiscardingQueue::ResetInternal() {
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|   mDisplay.clear();
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|   mInsertIndex = 0;
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| 
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|   bool restartDecoder = mPending == 0;
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|   mPending = 2 * mBatch;
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|   return restartDecoder;
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| }
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| 
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| bool AnimationFrameDiscardingQueue::MarkComplete(
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|     const gfx::IntRect& aFirstFrameRefreshArea) {
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|   if (NS_WARN_IF(mInsertIndex != mSize)) {
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|     mRedecodeError = true;
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|     mPending = 0;
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|   }
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| 
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|   // If we encounter a redecode error, just make the first frame refresh area to
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|   // be the full frame, because we don't really know what we can safely recycle.
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|   mFirstFrameRefreshArea =
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|       mRedecodeError ? mFirstFrame->GetRect() : aFirstFrameRefreshArea;
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| 
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|   // We reached the end of the animation, the next frame we get, if we get
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|   // another, will be the first frame again.
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|   mInsertIndex = 0;
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|   mSizeKnown = true;
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| 
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|   // Since we only request advancing when we want to resume at a certain point
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|   // in the animation, we should never exceed the number of frames.
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|   MOZ_ASSERT(mAdvance == 0);
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|   return mPending > 0;
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| }
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| 
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| void AnimationFrameDiscardingQueue::AdvanceInternal() {
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|   // We only want to change the current frame index if we have advanced. This
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|   // means either a higher frame index, or going back to the beginning.
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|   // We should never have advanced beyond the frame buffer.
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|   MOZ_ASSERT(mGetIndex < mSize);
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| 
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|   // We should have the current frame still in the display queue. Either way,
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|   // we should at least have an entry in the queue which we need to consume.
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|   MOZ_ASSERT(!mDisplay.empty());
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|   MOZ_ASSERT(mDisplay.front());
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|   mDisplay.pop_front();
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|   MOZ_ASSERT(!mDisplay.empty());
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|   MOZ_ASSERT(mDisplay.front());
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| 
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|   if (mDisplay.size() + mPending - 1 < mBatch) {
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|     // If we have fewer frames than the batch size, then ask for more. If we
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|     // do not have any pending, then we know that there is no active decoding.
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|     mPending += mBatch;
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|   }
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| }
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| 
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| imgFrame* AnimationFrameDiscardingQueue::Get(size_t aFrame, bool aForDisplay) {
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|   // The first frame is stored separately. If we only need the frame for
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|   // display purposes, we can return it right away. If we need it for advancing
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|   // the animation, we want to verify the recreated first frame is available
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|   // before allowing it continue.
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|   if (aForDisplay && aFrame == 0) {
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|     return mFirstFrame.get();
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|   }
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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 >= mSize) {
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|     return nullptr;
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|   }
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| 
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|   size_t offset;
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|   if (aFrame >= mGetIndex) {
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|     offset = aFrame - mGetIndex;
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|   } else if (!mSizeKnown) {
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|     MOZ_ASSERT_UNREACHABLE("Requesting previous frame after we have advanced!");
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|     return nullptr;
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|   } else {
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|     offset = mSize - mGetIndex + aFrame;
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|   }
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| 
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|   if (offset >= mDisplay.size()) {
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|     return nullptr;
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|   }
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| 
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|   // If we are advancing on behalf of the animation, we don't expect it to be
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|   // getting any frames (besides the first) until we get the desired frame.
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|   MOZ_ASSERT(aFrame == 0 || mAdvance == 0);
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| 
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|   // If we have space for the frame, it should always be available.
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|   MOZ_ASSERT(mDisplay[offset]);
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|   return mDisplay[offset].get();
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| }
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| 
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| bool AnimationFrameDiscardingQueue::IsFirstFrameFinished() const {
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|   MOZ_ASSERT(mFirstFrame);
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|   MOZ_ASSERT(mFirstFrame->IsFinished());
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|   return true;
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| }
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| 
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| bool AnimationFrameDiscardingQueue::IsLastInsertedFrame(
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|     imgFrame* aFrame) const {
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|   return !mDisplay.empty() && mDisplay.back().get() == aFrame;
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| }
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| 
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| void AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(
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|     MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
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|   mFirstFrame->AddSizeOfExcludingThis(aMallocSizeOf,
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|                                       [&](AddSizeOfCbData& aMetadata) {
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|                                         aMetadata.mIndex = 1;
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|                                         aCallback(aMetadata);
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|                                       });
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| 
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|   size_t i = mGetIndex;
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|   for (const RefPtr<imgFrame>& frame : mDisplay) {
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|     ++i;
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|     if (mSize < i) {
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|       i = 1;
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|       if (mFirstFrame.get() == frame.get()) {
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|         // First frame again, we already covered it above. We can have a
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|         // different frame in the first frame position in the discard queue
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|         // on subsequent passes of the animation. This is useful for recycling.
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|         continue;
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|       }
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|     }
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| 
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|     frame->AddSizeOfExcludingThis(aMallocSizeOf,
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|                                   [&](AddSizeOfCbData& aMetadata) {
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|                                     aMetadata.mIndex = i;
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|                                     aCallback(aMetadata);
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|                                   });
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|   }
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| }
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| 
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| AnimationFrameRecyclingQueue::AnimationFrameRecyclingQueue(
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|     AnimationFrameRetainedBuffer&& aQueue)
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|     : AnimationFrameDiscardingQueue(std::move(aQueue)),
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|       mForceUseFirstFrameRefreshArea(false) {
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|   // In an ideal world, we would always save the already displayed frames for
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|   // recycling but none of the frames were marked as recyclable. We will incur
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|   // the extra allocation cost for a few more frames.
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|   mRecycling = true;
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| 
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|   // Until we reach the end of the animation, set the first frame refresh area
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|   // to match that of the full area of the first frame.
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|   mFirstFrameRefreshArea = mFirstFrame->GetRect();
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| }
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| 
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| void AnimationFrameRecyclingQueue::AddSizeOfExcludingThis(
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|     MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) {
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|   AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(aMallocSizeOf,
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|                                                         aCallback);
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| 
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|   for (const RecycleEntry& entry : mRecycle) {
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|     if (entry.mFrame) {
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|       entry.mFrame->AddSizeOfExcludingThis(
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|           aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) {
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|             aMetadata.mIndex = 0;  // Frame is not applicable
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|             aCallback(aMetadata);
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|           });
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|     }
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|   }
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| }
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| 
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| void AnimationFrameRecyclingQueue::AdvanceInternal() {
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|   // We only want to change the current frame index if we have advanced. This
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|   // means either a higher frame index, or going back to the beginning.
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|   // We should never have advanced beyond the frame buffer.
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|   MOZ_ASSERT(mGetIndex < mSize);
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| 
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|   MOZ_ASSERT(!mDisplay.empty());
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|   MOZ_ASSERT(mDisplay.front());
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| 
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|   // We have advanced past the first frame. That means the next frame we are
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|   // putting in the queue to recycling is the first frame in the animation,
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|   // and we no longer need to worry about having looped around.
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|   if (mGetIndex == 1) {
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|     mForceUseFirstFrameRefreshArea = false;
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|   }
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| 
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|   RefPtr<imgFrame>& front = mDisplay.front();
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|   RecycleEntry newEntry(mForceUseFirstFrameRefreshArea ? mFirstFrameRefreshArea
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|                                                        : front->GetDirtyRect());
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| 
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|   // If we are allowed to recycle the frame, then we should save it before the
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|   // base class's AdvanceInternal discards it.
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|   newEntry.mFrame = std::move(front);
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| 
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|   // Even if the frame itself isn't saved, we want the dirty rect to calculate
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|   // the recycle rect for future recycled frames.
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|   mRecycle.push_back(std::move(newEntry));
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|   mDisplay.pop_front();
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|   MOZ_ASSERT(!mDisplay.empty());
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|   MOZ_ASSERT(mDisplay.front());
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| 
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|   if (mDisplay.size() + mPending - 1 < mBatch) {
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|     // If we have fewer frames than the batch size, then ask for more. If we
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|     // do not have any pending, then we know that there is no active decoding.
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|     //
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|     // We limit the batch to avoid using the frame we just added to the queue.
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|     // This gives other parts of the system time to switch to the new current
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|     // frame, and maximize buffer reuse. In particular this is useful for
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|     // WebRender which holds onto the previous frame for much longer.
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|     size_t newPending = std::min(mPending + mBatch, mRecycle.size() - 1);
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|     if (newPending == 0 && (mDisplay.size() <= 1 || mPending > 0)) {
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|       // If we already have pending frames, then the decoder is active and we
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|       // cannot go below one. If we are displaying the only frame we have, and
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|       // there are none pending, then we must request at least one more frame to
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|       // continue to animation, because we won't advance again without a new
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|       // frame. This may cause us to skip recycling because the previous frame
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|       // is still in use.
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|       newPending = 1;
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|     }
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|     mPending = newPending;
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|   }
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| }
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| 
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| bool AnimationFrameRecyclingQueue::ResetInternal() {
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|   // We should save any display frames that we can to save on at least the
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|   // allocation. The first frame refresh area is guaranteed to be the aggregate
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|   // dirty rect or the entire frame, and so the bare minimum area we can
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|   // recycle. We don't need to worry about updating the dirty rect for the
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|   // existing mRecycle entries, because that will happen in RecycleFrame when
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|   // we try to pull out a frame to redecode the first frame.
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|   for (RefPtr<imgFrame>& frame : mDisplay) {
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|     RecycleEntry newEntry(mFirstFrameRefreshArea);
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|     newEntry.mFrame = std::move(frame);
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|     mRecycle.push_back(std::move(newEntry));
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|   }
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| 
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|   return AnimationFrameDiscardingQueue::ResetInternal();
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| }
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| 
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| RawAccessFrameRef AnimationFrameRecyclingQueue::RecycleFrame(
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|     gfx::IntRect& aRecycleRect) {
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|   if (mInsertIndex == 0) {
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|     // If we are recreating the first frame, then we actually have already
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|     // precomputed aggregate of the dirty rects as the first frame refresh
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|     // area. We know that all of the frames still in the recycling queue
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|     // need to take into account the same dirty rect because they are also
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|     // frames which cross the boundary.
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|     //
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|     // Note that this may actually shrink the dirty rect if we estimated it
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|     // earlier with the full frame size and now we have the actual, more
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|     // conservative aggregate for the animation.
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|     for (RecycleEntry& entry : mRecycle) {
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|       entry.mDirtyRect = mFirstFrameRefreshArea;
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|     }
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|     // Until we advance to the first frame again, any subsequent recycled
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|     // frames should also use the first frame refresh area.
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|     mForceUseFirstFrameRefreshArea = true;
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|   }
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| 
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|   if (mRecycle.empty()) {
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|     return RawAccessFrameRef();
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|   }
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| 
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|   RawAccessFrameRef recycledFrame;
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|   if (mRecycle.front().mFrame) {
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|     recycledFrame = mRecycle.front().mFrame->RawAccessRef();
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|     MOZ_ASSERT(recycledFrame);
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|     mRecycle.pop_front();
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| 
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|     if (mForceUseFirstFrameRefreshArea) {
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|       // We are still crossing the loop boundary and cannot rely upon the dirty
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|       // rects of entries in mDisplay to be representative. E.g. The first frame
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|       // is probably has a full frame dirty rect.
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|       aRecycleRect = mFirstFrameRefreshArea;
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|     } else {
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|       // Calculate the recycle rect for the recycled frame. This is the
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|       // cumulative dirty rect of all of the frames ahead of us to be displayed,
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|       // and to be used for recycling. Or in other words, the dirty rect between
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|       // the recycled frame and the decoded frame which reuses the buffer.
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|       //
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|       // We know at this point that mRecycle contains either frames from the end
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|       // of the animation with the first frame refresh area as the dirty rect
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|       // (plus the first frame likewise) and frames with their actual dirty rect
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|       // from the start. mDisplay should also only contain frames from the start
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|       // of the animation onwards.
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|       aRecycleRect.SetRect(0, 0, 0, 0);
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|       for (const RefPtr<imgFrame>& frame : mDisplay) {
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|         aRecycleRect = aRecycleRect.Union(frame->GetDirtyRect());
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|       }
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|       for (const RecycleEntry& entry : mRecycle) {
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|         aRecycleRect = aRecycleRect.Union(entry.mDirtyRect);
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|       }
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|     }
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|   } else {
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|     mRecycle.pop_front();
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|   }
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| 
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|   return recycledFrame;
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| }
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| 
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| }  // namespace image
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| }  // namespace mozilla
 | 
