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FrameAnimator.cpp (20365B)


      1 /* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
      2 * This Source Code Form is subject to the terms of the Mozilla Public
      3 * License, v. 2.0. If a copy of the MPL was not distributed with this
      4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
      5 
      6 #include "FrameAnimator.h"
      7 
      8 #include <utility>
      9 
     10 #include "LookupResult.h"
     11 #include "RasterImage.h"
     12 #include "imgIContainer.h"
     13 #include "mozilla/CheckedInt.h"
     14 #include "mozilla/ProfilerLabels.h"
     15 #include "mozilla/StaticPrefs_image.h"
     16 
     17 namespace mozilla {
     18 
     19 using namespace gfx;
     20 
     21 namespace image {
     22 
     23 ///////////////////////////////////////////////////////////////////////////////
     24 // AnimationState implementation.
     25 ///////////////////////////////////////////////////////////////////////////////
     26 
     27 const gfx::IntRect AnimationState::UpdateState(
     28    RasterImage* aImage, const gfx::IntSize& aSize,
     29    bool aAllowInvalidation /* = true */) {
     30  LookupResult result = SurfaceCache::Lookup(
     31      ImageKey(aImage),
     32      RasterSurfaceKey(aSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
     33      /* aMarkUsed = */ false);
     34 
     35  return UpdateStateInternal(result, aSize, aAllowInvalidation);
     36 }
     37 
     38 const gfx::IntRect AnimationState::UpdateStateInternal(
     39    LookupResult& aResult, const gfx::IntSize& aSize,
     40    bool aAllowInvalidation /* = true */) {
     41  // Update mDiscarded and mIsCurrentlyDecoded.
     42  if (aResult.Type() == MatchType::NOT_FOUND) {
     43    // no frames, we've either been discarded, or never been decoded before.
     44    mDiscarded = mHasBeenDecoded;
     45    mIsCurrentlyDecoded = false;
     46  } else if (aResult.Type() == MatchType::PENDING) {
     47    // no frames yet, but a decoder is or will be working on it.
     48    mDiscarded = false;
     49    mIsCurrentlyDecoded = false;
     50    mHasRequestedDecode = true;
     51  } else {
     52    MOZ_ASSERT(aResult.Type() == MatchType::EXACT);
     53    mDiscarded = false;
     54    mHasRequestedDecode = true;
     55 
     56    // If we can seek to the current animation frame we consider it decoded.
     57    // Animated images are never fully decoded unless very short.
     58    // Note that we use GetFrame instead of Seek here. The difference is that
     59    // Seek eventually calls AnimationFrameBuffer::Get with aForDisplay == true,
     60    // whereas GetFrame calls AnimationFrameBuffer::Get with aForDisplay ==
     61    // false. The aForDisplay can change whether those functions succeed or not
     62    // (only for the first frame). Since this is not for display we want to pass
     63    // aForDisplay == false, but also for consistency with
     64    // RequestRefresh/AdvanceFrame, because we want our state to be in sync with
     65    // those functions. The user of Seek (GetCompositedFrame) doesn't need to be
     66    // in sync with our state.
     67    RefPtr<imgFrame> currentFrame =
     68        bool(aResult.Surface())
     69            ? aResult.Surface().GetFrame(mCurrentAnimationFrameIndex)
     70            : nullptr;
     71    mIsCurrentlyDecoded = !!currentFrame;
     72  }
     73 
     74  gfx::IntRect ret;
     75 
     76  if (aAllowInvalidation) {
     77    // Update the value of mCompositedFrameInvalid.
     78    if (mIsCurrentlyDecoded) {
     79      // It is safe to clear mCompositedFrameInvalid safe to do for images that
     80      // are fully decoded but aren't finished animating because before we paint
     81      // the refresh driver will call into us to advance to the correct frame,
     82      // and that will succeed because we have all the frames.
     83      if (mCompositedFrameInvalid) {
     84        // Invalidate if we are marking the composited frame valid.
     85        ret.SizeTo(aSize);
     86      }
     87      mCompositedFrameInvalid = false;
     88    } else {
     89      if (mHasRequestedDecode) {
     90        MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
     91        mCompositedFrameInvalid = true;
     92      }
     93    }
     94    // Otherwise don't change the value of mCompositedFrameInvalid, it will be
     95    // updated by RequestRefresh.
     96  }
     97 
     98  return ret;
     99 }
    100 
    101 void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded = true; }
    102 
    103 void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; }
    104 
    105 void AnimationState::SetAnimationMode(uint16_t aAnimationMode) {
    106  mAnimationMode = aAnimationMode;
    107 }
    108 
    109 void AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount) {
    110  if (aFrameCount <= mFrameCount) {
    111    // Nothing to do. Since we can redecode animated images, we may see the same
    112    // sequence of updates replayed again, so seeing a smaller frame count than
    113    // what we already know about doesn't indicate an error.
    114    return;
    115  }
    116 
    117  MOZ_ASSERT(!mHasBeenDecoded, "Adding new frames after decoding is finished?");
    118  MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?");
    119 
    120  mFrameCount = aFrameCount;
    121 }
    122 
    123 Maybe<uint32_t> AnimationState::FrameCount() const {
    124  return mHasBeenDecoded ? Some(mFrameCount) : Nothing();
    125 }
    126 
    127 void AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea) {
    128  mFirstFrameRefreshArea = aRefreshArea;
    129 }
    130 
    131 void AnimationState::InitAnimationFrameTimeIfNecessary() {
    132  if (mCurrentAnimationFrameTime.IsNull()) {
    133    mCurrentAnimationFrameTime = TimeStamp::Now();
    134  }
    135 }
    136 
    137 void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) {
    138  mCurrentAnimationFrameTime = aTime;
    139 }
    140 
    141 bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime) {
    142  if (!StaticPrefs::image_animated_resume_from_last_displayed() ||
    143      mCurrentAnimationFrameTime >= aTime) {
    144    return false;
    145  }
    146 
    147  // We are configured to stop an animation when it is out of view, and restart
    148  // it from the same point when it comes back into view. The same applies if it
    149  // was discarded while out of view.
    150  mCurrentAnimationFrameTime = aTime;
    151  return true;
    152 }
    153 
    154 uint32_t AnimationState::GetCurrentAnimationFrameIndex() const {
    155  return mCurrentAnimationFrameIndex;
    156 }
    157 
    158 FrameTimeout AnimationState::LoopLength() const {
    159  // If we don't know the loop length yet, we have to treat it as infinite.
    160  if (!mLoopLength) {
    161    return FrameTimeout::Forever();
    162  }
    163 
    164  MOZ_ASSERT(mHasBeenDecoded,
    165             "We know the loop length but decoding isn't done?");
    166 
    167  // If we're not looping, a single loop time has no meaning.
    168  if (mAnimationMode != imgIContainer::kNormalAnimMode) {
    169    return FrameTimeout::Forever();
    170  }
    171 
    172  return *mLoopLength;
    173 }
    174 
    175 ///////////////////////////////////////////////////////////////////////////////
    176 // FrameAnimator implementation.
    177 ///////////////////////////////////////////////////////////////////////////////
    178 
    179 TimeStamp FrameAnimator::GetCurrentImgFrameEndTime(
    180    AnimationState& aState, FrameTimeout aCurrentTimeout) const {
    181  if (aCurrentTimeout == FrameTimeout::Forever()) {
    182    // We need to return a sentinel value in this case, because our logic
    183    // doesn't work correctly if we have an infinitely long timeout. We use one
    184    // year in the future as the sentinel because it works with the loop in
    185    // RequestRefresh() below.
    186    // XXX(seth): It'd be preferable to make our logic work correctly with
    187    // infinitely long timeouts.
    188    return TimeStamp::NowLoRes() + TimeDuration::FromMilliseconds(31536000.0);
    189  }
    190 
    191  TimeDuration durationOfTimeout =
    192      TimeDuration::FromMilliseconds(double(aCurrentTimeout.AsMilliseconds()));
    193  return aState.mCurrentAnimationFrameTime + durationOfTimeout;
    194 }
    195 
    196 RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState,
    197                                          DrawableSurface& aFrames,
    198                                          RefPtr<imgFrame>& aCurrentFrame,
    199                                          TimeStamp aTime) {
    200  AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS);
    201 
    202  RefreshResult ret;
    203 
    204  // Determine what the next frame is, taking into account looping.
    205  uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex;
    206  uint32_t nextFrameIndex = currentFrameIndex + 1;
    207 
    208  // Check if we're at the end of the loop. (FrameCount() returns Nothing() if
    209  // we don't know the total count yet.)
    210  if (aState.FrameCount() == Some(nextFrameIndex)) {
    211    // If we are not looping forever, initialize the loop counter
    212    if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) {
    213      aState.mLoopRemainingCount = aState.LoopCount();
    214    }
    215 
    216    // If animation mode is "loop once", or we're at end of loop counter,
    217    // it's time to stop animating.
    218    if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
    219        aState.mLoopRemainingCount == 0) {
    220      ret.mAnimationFinished = true;
    221    }
    222 
    223    nextFrameIndex = 0;
    224 
    225    if (aState.mLoopRemainingCount > 0) {
    226      aState.mLoopRemainingCount--;
    227    }
    228 
    229    // If we're done, exit early.
    230    if (ret.mAnimationFinished) {
    231      return ret;
    232    }
    233  }
    234 
    235  if (nextFrameIndex >= aState.KnownFrameCount()) {
    236    // We've already advanced to the last decoded frame, nothing more we can do.
    237    // We're blocked by network/decoding from displaying the animation at the
    238    // rate specified, so that means the frame we are displaying (the latest
    239    // available) is the frame we want to be displaying at this time. So we
    240    // update the current animation time. If we didn't update the current
    241    // animation time then it could lag behind, which would indicate that we are
    242    // behind in the animation and should try to catch up. When we are done
    243    // decoding (and thus can loop around back to the start of the animation) we
    244    // would then jump to a random point in the animation to try to catch up.
    245    // But we were never behind in the animation.
    246    aState.mCurrentAnimationFrameTime = aTime;
    247    return ret;
    248  }
    249 
    250  // There can be frames in the surface cache with index >= KnownFrameCount()
    251  // which GetRawFrame() can access because an async decoder has decoded them,
    252  // but which AnimationState doesn't know about yet because we haven't received
    253  // the appropriate notification on the main thread. Make sure we stay in sync
    254  // with AnimationState.
    255  MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount());
    256  RefPtr<imgFrame> nextFrame = aFrames.GetFrame(nextFrameIndex);
    257 
    258  // We should always check to see if we have the next frame even if we have
    259  // previously finished decoding. If we needed to redecode (e.g. due to a draw
    260  // failure) we would have discarded all the old frames and may not yet have
    261  // the new ones. DrawableSurface::RawAccessRef promises to only return
    262  // finished frames.
    263  if (!nextFrame) {
    264    // Uh oh, the frame we want to show is currently being decoded (partial).
    265    // Similar to the above case, we could be blocked by network or decoding,
    266    // and so we should advance our current time rather than risk jumping
    267    // through the animation. We will wait until the next refresh driver tick
    268    // and try again.
    269    aState.mCurrentAnimationFrameTime = aTime;
    270    return ret;
    271  }
    272 
    273  if (nextFrame->GetTimeout() == FrameTimeout::Forever()) {
    274    ret.mAnimationFinished = true;
    275  }
    276 
    277  if (nextFrameIndex == 0) {
    278    ret.mDirtyRect = aState.FirstFrameRefreshArea();
    279  } else {
    280    ret.mDirtyRect = nextFrame->GetDirtyRect();
    281  }
    282 
    283  aState.mCurrentAnimationFrameTime =
    284      GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout());
    285 
    286  // If we can get closer to the current time by a multiple of the image's loop
    287  // time, we should. We can only do this if we're done decoding; otherwise, we
    288  // don't know the full loop length, and LoopLength() will have to return
    289  // FrameTimeout::Forever(). We also skip this for images with a finite loop
    290  // count if we have initialized mLoopRemainingCount (it only gets initialized
    291  // after one full loop).
    292  FrameTimeout loopTime = aState.LoopLength();
    293  if (loopTime != FrameTimeout::Forever() &&
    294      (aState.LoopCount() < 0 || aState.mLoopRemainingCount >= 0)) {
    295    TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime;
    296    if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) {
    297      // Explicitly use integer division to get the floor of the number of
    298      // loops.
    299      uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) /
    300                       loopTime.AsMilliseconds();
    301 
    302      // If we have a finite loop count limit the number of loops we advance.
    303      if (aState.mLoopRemainingCount >= 0) {
    304        MOZ_ASSERT(aState.LoopCount() >= 0);
    305        loops =
    306            std::min(loops, CheckedUint64(aState.mLoopRemainingCount).value());
    307      }
    308 
    309      aState.mCurrentAnimationFrameTime +=
    310          TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds());
    311 
    312      if (aState.mLoopRemainingCount >= 0) {
    313        MOZ_ASSERT(loops <= CheckedUint64(aState.mLoopRemainingCount).value());
    314        aState.mLoopRemainingCount -= CheckedInt32(loops).value();
    315      }
    316    }
    317  }
    318 
    319  // Set currentAnimationFrameIndex at the last possible moment
    320  aState.mCurrentAnimationFrameIndex = nextFrameIndex;
    321  aCurrentFrame = std::move(nextFrame);
    322  aFrames.Advance(nextFrameIndex);
    323 
    324  // If we're here, we successfully advanced the frame.
    325  ret.mFrameAdvanced = true;
    326 
    327  return ret;
    328 }
    329 
    330 void FrameAnimator::ResetAnimation(AnimationState& aState) {
    331  aState.ResetAnimation();
    332 
    333  // Our surface provider is synchronized to our state, so we need to reset its
    334  // state as well, if we still have one.
    335  SurfaceCache::ResetAnimation(
    336      ImageKey(mImage),
    337      RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated));
    338 
    339  // Calling Reset on the surface of the animation can cause discarding surface
    340  // providers to throw out all their frames so refresh our state.
    341  OrientedIntRect rect =
    342      OrientedIntRect::FromUnknownRect(aState.UpdateState(mImage, mSize));
    343 
    344  if (!rect.IsEmpty()) {
    345    nsCOMPtr<nsIEventTarget> eventTarget = do_GetMainThread();
    346    RefPtr<RasterImage> image = mImage;
    347    nsCOMPtr<nsIRunnable> ev = NS_NewRunnableFunction(
    348        "FrameAnimator::ResetAnimation",
    349        [=]() -> void { image->NotifyProgress(NoProgress, rect); });
    350    eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL);
    351  }
    352 }
    353 
    354 RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState,
    355                                            const TimeStamp& aTime) {
    356  // By default, an empty RefreshResult.
    357  RefreshResult ret;
    358 
    359  if (aState.IsDiscarded()) {
    360    aState.MaybeAdvanceAnimationFrameTime(aTime);
    361    return ret;
    362  }
    363 
    364  // Get the animation frames once now, and pass them down to callees because
    365  // the surface could be discarded at anytime on a different thread. This is
    366  // must easier to reason about then trying to write code that is safe to
    367  // having the surface disappear at anytime.
    368  LookupResult result = SurfaceCache::Lookup(
    369      ImageKey(mImage),
    370      RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
    371      /* aMarkUsed = */ true);
    372 
    373  ret.mDirtyRect = aState.UpdateStateInternal(result, mSize);
    374  if (aState.IsDiscarded() || !result) {
    375    aState.MaybeAdvanceAnimationFrameTime(aTime);
    376    return ret;
    377  }
    378 
    379  RefPtr<imgFrame> currentFrame =
    380      result.Surface().GetFrame(aState.mCurrentAnimationFrameIndex);
    381 
    382  // only advance the frame if the current time is greater than or
    383  // equal to the current frame's end time.
    384  if (!currentFrame) {
    385    MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
    386    MOZ_ASSERT(aState.GetHasRequestedDecode() &&
    387               !aState.GetIsCurrentlyDecoded());
    388    MOZ_ASSERT(aState.mCompositedFrameInvalid);
    389    // Nothing we can do but wait for our previous current frame to be decoded
    390    // again so we can determine what to do next.
    391    aState.MaybeAdvanceAnimationFrameTime(aTime);
    392    return ret;
    393  }
    394 
    395  TimeStamp currentFrameEndTime =
    396      GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
    397 
    398  // If nothing has accessed the composited frame since the last time we
    399  // advanced, then there is no point in continuing to advance the animation.
    400  // This has the effect of freezing the animation while not in view.
    401  if (!result.Surface().MayAdvance() &&
    402      aState.MaybeAdvanceAnimationFrameTime(aTime)) {
    403    return ret;
    404  }
    405 
    406  while (currentFrameEndTime <= aTime) {
    407    TimeStamp oldFrameEndTime = currentFrameEndTime;
    408 
    409    RefreshResult frameRes =
    410        AdvanceFrame(aState, result.Surface(), currentFrame, aTime);
    411 
    412    // Accumulate our result for returning to callers.
    413    ret.Accumulate(frameRes);
    414 
    415    // currentFrame was updated by AdvanceFrame so it is still current.
    416    currentFrameEndTime =
    417        GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout());
    418 
    419    // If we didn't advance a frame, and our frame end time didn't change,
    420    // then we need to break out of this loop & wait for the frame(s)
    421    // to finish downloading.
    422    if (!frameRes.mFrameAdvanced && currentFrameEndTime == oldFrameEndTime) {
    423      break;
    424    }
    425  }
    426 
    427  // We should only mark the composited frame as valid and reset the dirty rect
    428  // if we advanced (meaning the next frame was actually produced somehow), the
    429  // composited frame was previously invalid (so we may need to repaint
    430  // everything) and either the frame index is valid (to know we were doing
    431  // blending on the main thread, instead of on the decoder threads in advance),
    432  // or the current frame is a full frame (blends off the main thread).
    433  //
    434  // If for some reason we forget to reset aState.mCompositedFrameInvalid, then
    435  // GetCompositedFrame will fail, even if we have all the data available for
    436  // display.
    437  if (currentFrameEndTime > aTime && aState.mCompositedFrameInvalid) {
    438    aState.mCompositedFrameInvalid = false;
    439    ret.mDirtyRect = IntRect(IntPoint(0, 0), mSize);
    440  }
    441 
    442  MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid);
    443 
    444  return ret;
    445 }
    446 
    447 LookupResult FrameAnimator::GetCompositedFrame(AnimationState& aState,
    448                                               bool aMarkUsed) {
    449  LookupResult result = SurfaceCache::Lookup(
    450      ImageKey(mImage),
    451      RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated),
    452      aMarkUsed);
    453 
    454  if (result) {
    455    // If we are getting the frame directly (e.g. through tests or canvas), we
    456    // need to ensure the animation is marked to allow advancing to the next
    457    // frame.
    458    result.Surface().MarkMayAdvance();
    459  }
    460 
    461  if (aState.mCompositedFrameInvalid) {
    462    MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
    463    MOZ_ASSERT(aState.GetHasRequestedDecode());
    464    MOZ_ASSERT(!aState.GetIsCurrentlyDecoded());
    465 
    466    if (result.Type() == MatchType::EXACT) {
    467      // If our composited frame is marked as invalid but our frames are in the
    468      // surface cache we might just have not updated our internal state yet.
    469      // This can happen if the image is not in a document so that
    470      // RequestRefresh is not getting called to advance the frame.
    471      // RequestRefresh would result in our composited frame getting marked as
    472      // valid either at the end of RequestRefresh when we are able to advance
    473      // to the current time or if advancing frames eventually causes us to
    474      // decode all of the frames of the image resulting in DecodeComplete
    475      // getting called which calls UpdateState. The reason we care about this
    476      // is that img.decode promises won't resolve until GetCompositedFrame
    477      // returns a frame.
    478      OrientedIntRect rect = OrientedIntRect::FromUnknownRect(
    479          aState.UpdateStateInternal(result, mSize));
    480 
    481      if (!rect.IsEmpty()) {
    482        nsCOMPtr<nsIEventTarget> eventTarget = do_GetMainThread();
    483        RefPtr<RasterImage> image = mImage;
    484        nsCOMPtr<nsIRunnable> ev = NS_NewRunnableFunction(
    485            "FrameAnimator::GetCompositedFrame",
    486            [=]() -> void { image->NotifyProgress(NoProgress, rect); });
    487        eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL);
    488      }
    489    }
    490 
    491    // If it's still invalid we have to return.
    492    if (aState.mCompositedFrameInvalid) {
    493      if (result.Type() == MatchType::NOT_FOUND) {
    494        return result;
    495      }
    496      return LookupResult(MatchType::PENDING);
    497    }
    498  }
    499 
    500  // Otherwise return the raw frame. DoBlend is required to ensure that we only
    501  // hit this case if the frame is not paletted and doesn't require compositing.
    502  if (!result) {
    503    return result;
    504  }
    505 
    506  // Seek to the appropriate frame. If seeking fails, it means that we couldn't
    507  // get the frame we're looking for; treat this as if the lookup failed.
    508  if (NS_FAILED(result.Surface().Seek(aState.mCurrentAnimationFrameIndex))) {
    509    if (result.Type() == MatchType::NOT_FOUND) {
    510      return result;
    511    }
    512    return LookupResult(MatchType::PENDING);
    513  }
    514 
    515  return result;
    516 }
    517 
    518 }  // namespace image
    519 }  // namespace mozilla