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/. */
6 #include "FrameAnimator.h"
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"
23 ///////////////////////////////////////////////////////////////////////////////
24 // AnimationState implementation.
25 ///////////////////////////////////////////////////////////////////////////////
27 const gfx::IntRect
AnimationState::UpdateState(
28 RasterImage
* aImage
, const gfx::IntSize
& aSize
,
29 bool aAllowInvalidation
/* = true */) {
30 LookupResult result
= SurfaceCache::Lookup(
32 RasterSurfaceKey(aSize
, DefaultSurfaceFlags(), PlaybackType::eAnimated
),
33 /* aMarkUsed = */ false);
35 return UpdateStateInternal(result
, aSize
, aAllowInvalidation
);
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.
49 mIsCurrentlyDecoded
= false;
50 mHasRequestedDecode
= true;
52 MOZ_ASSERT(aResult
.Type() == MatchType::EXACT
);
54 mHasRequestedDecode
= true;
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
)
71 mIsCurrentlyDecoded
= !!currentFrame
;
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.
87 mCompositedFrameInvalid
= false;
89 if (mHasRequestedDecode
) {
90 MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
91 mCompositedFrameInvalid
= true;
94 // Otherwise don't change the value of mCompositedFrameInvalid, it will be
95 // updated by RequestRefresh.
101 void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded
= true; }
103 void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex
= 0; }
105 void AnimationState::SetAnimationMode(uint16_t aAnimationMode
) {
106 mAnimationMode
= aAnimationMode
;
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.
117 MOZ_ASSERT(!mHasBeenDecoded
, "Adding new frames after decoding is finished?");
118 MOZ_ASSERT(aFrameCount
<= mFrameCount
+ 1, "Skipped a frame?");
120 mFrameCount
= aFrameCount
;
123 Maybe
<uint32_t> AnimationState::FrameCount() const {
124 return mHasBeenDecoded
? Some(mFrameCount
) : Nothing();
127 void AnimationState::SetFirstFrameRefreshArea(const IntRect
& aRefreshArea
) {
128 mFirstFrameRefreshArea
= aRefreshArea
;
131 void AnimationState::InitAnimationFrameTimeIfNecessary() {
132 if (mCurrentAnimationFrameTime
.IsNull()) {
133 mCurrentAnimationFrameTime
= TimeStamp::Now();
137 void AnimationState::SetAnimationFrameTime(const TimeStamp
& aTime
) {
138 mCurrentAnimationFrameTime
= aTime
;
141 bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp
& aTime
) {
142 if (!StaticPrefs::image_animated_resume_from_last_displayed() ||
143 mCurrentAnimationFrameTime
>= aTime
) {
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
;
154 uint32_t AnimationState::GetCurrentAnimationFrameIndex() const {
155 return mCurrentAnimationFrameIndex
;
158 FrameTimeout
AnimationState::LoopLength() const {
159 // If we don't know the loop length yet, we have to treat it as infinite.
161 return FrameTimeout::Forever();
164 MOZ_ASSERT(mHasBeenDecoded
,
165 "We know the loop length but decoding isn't done?");
167 // If we're not looping, a single loop time has no meaning.
168 if (mAnimationMode
!= imgIContainer::kNormalAnimMode
) {
169 return FrameTimeout::Forever();
175 ///////////////////////////////////////////////////////////////////////////////
176 // FrameAnimator implementation.
177 ///////////////////////////////////////////////////////////////////////////////
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);
191 TimeDuration durationOfTimeout
=
192 TimeDuration::FromMilliseconds(double(aCurrentTimeout
.AsMilliseconds()));
193 return aState
.mCurrentAnimationFrameTime
+ durationOfTimeout
;
196 RefreshResult
FrameAnimator::AdvanceFrame(AnimationState
& aState
,
197 DrawableSurface
& aFrames
,
198 RefPtr
<imgFrame
>& aCurrentFrame
,
200 AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS
);
204 // Determine what the next frame is, taking into account looping.
205 uint32_t currentFrameIndex
= aState
.mCurrentAnimationFrameIndex
;
206 uint32_t nextFrameIndex
= currentFrameIndex
+ 1;
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();
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;
225 if (aState
.mLoopRemainingCount
> 0) {
226 aState
.mLoopRemainingCount
--;
229 // If we're done, exit early.
230 if (ret
.mAnimationFinished
) {
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
;
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
);
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
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
269 aState
.mCurrentAnimationFrameTime
= aTime
;
273 if (nextFrame
->GetTimeout() == FrameTimeout::Forever()) {
274 ret
.mAnimationFinished
= true;
277 if (nextFrameIndex
== 0) {
278 ret
.mDirtyRect
= aState
.FirstFrameRefreshArea();
280 ret
.mDirtyRect
= nextFrame
->GetDirtyRect();
283 aState
.mCurrentAnimationFrameTime
=
284 GetCurrentImgFrameEndTime(aState
, aCurrentFrame
->GetTimeout());
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
299 uint64_t loops
= static_cast<uint64_t>(delay
.ToMilliseconds()) /
300 loopTime
.AsMilliseconds();
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);
306 std::min(loops
, CheckedUint64(aState
.mLoopRemainingCount
).value());
309 aState
.mCurrentAnimationFrameTime
+=
310 TimeDuration::FromMilliseconds(loops
* loopTime
.AsMilliseconds());
312 if (aState
.mLoopRemainingCount
>= 0) {
313 MOZ_ASSERT(loops
<= CheckedUint64(aState
.mLoopRemainingCount
).value());
314 aState
.mLoopRemainingCount
-= CheckedInt32(loops
).value();
319 // Set currentAnimationFrameIndex at the last possible moment
320 aState
.mCurrentAnimationFrameIndex
= nextFrameIndex
;
321 aCurrentFrame
= std::move(nextFrame
);
322 aFrames
.Advance(nextFrameIndex
);
324 // If we're here, we successfully advanced the frame.
325 ret
.mFrameAdvanced
= true;
330 void FrameAnimator::ResetAnimation(AnimationState
& aState
) {
331 aState
.ResetAnimation();
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(
337 RasterSurfaceKey(mSize
, DefaultSurfaceFlags(), PlaybackType::eAnimated
));
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
));
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
);
354 RefreshResult
FrameAnimator::RequestRefresh(AnimationState
& aState
,
355 const TimeStamp
& aTime
) {
356 // By default, an empty RefreshResult.
359 if (aState
.IsDiscarded()) {
360 aState
.MaybeAdvanceAnimationFrameTime(aTime
);
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(
370 RasterSurfaceKey(mSize
, DefaultSurfaceFlags(), PlaybackType::eAnimated
),
371 /* aMarkUsed = */ true);
373 ret
.mDirtyRect
= aState
.UpdateStateInternal(result
, mSize
);
374 if (aState
.IsDiscarded() || !result
) {
375 aState
.MaybeAdvanceAnimationFrameTime(aTime
);
379 RefPtr
<imgFrame
> currentFrame
=
380 result
.Surface().GetFrame(aState
.mCurrentAnimationFrameIndex
);
382 // only advance the frame if the current time is greater than or
383 // equal to the current frame's end time.
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
);
395 TimeStamp currentFrameEndTime
=
396 GetCurrentImgFrameEndTime(aState
, currentFrame
->GetTimeout());
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
)) {
406 while (currentFrameEndTime
<= aTime
) {
407 TimeStamp oldFrameEndTime
= currentFrameEndTime
;
409 RefreshResult frameRes
=
410 AdvanceFrame(aState
, result
.Surface(), currentFrame
, aTime
);
412 // Accumulate our result for returning to callers.
413 ret
.Accumulate(frameRes
);
415 // currentFrame was updated by AdvanceFrame so it is still current.
416 currentFrameEndTime
=
417 GetCurrentImgFrameEndTime(aState
, currentFrame
->GetTimeout());
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
) {
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).
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
437 if (currentFrameEndTime
> aTime
&& aState
.mCompositedFrameInvalid
) {
438 aState
.mCompositedFrameInvalid
= false;
439 ret
.mDirtyRect
= IntRect(IntPoint(0, 0), mSize
);
442 MOZ_ASSERT(!aState
.mIsCurrentlyDecoded
|| !aState
.mCompositedFrameInvalid
);
447 LookupResult
FrameAnimator::GetCompositedFrame(AnimationState
& aState
,
449 LookupResult result
= SurfaceCache::Lookup(
451 RasterSurfaceKey(mSize
, DefaultSurfaceFlags(), PlaybackType::eAnimated
),
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
458 result
.Surface().MarkMayAdvance();
461 if (aState
.mCompositedFrameInvalid
) {
462 MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup());
463 MOZ_ASSERT(aState
.GetHasRequestedDecode());
464 MOZ_ASSERT(!aState
.GetIsCurrentlyDecoded());
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
478 OrientedIntRect rect
= OrientedIntRect::FromUnknownRect(
479 aState
.UpdateStateInternal(result
, mSize
));
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
);
491 // If it's still invalid we have to return.
492 if (aState
.mCompositedFrameInvalid
) {
493 if (result
.Type() == MatchType::NOT_FOUND
) {
496 return LookupResult(MatchType::PENDING
);
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.
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
) {
512 return LookupResult(MatchType::PENDING
);
519 } // namespace mozilla