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 "AnimationFrameBuffer.h"
8 #include <utility> // for Move
13 AnimationFrameRetainedBuffer::AnimationFrameRetainedBuffer(size_t aThreshold
,
16 : AnimationFrameBuffer(aBatch
, aStartFrame
), mThreshold(aThreshold
) {
17 // To simplify the code, we have the assumption that the threshold for
18 // entering discard-after-display mode is at least twice the batch size (since
19 // that is the most frames-pending-decode we will request) + 1 for the current
20 // frame. That way the redecoded frames being inserted will never risk
21 // overlapping the frames we will discard due to the animation progressing.
22 // That may cause us to use a little more memory than we want but that is an
23 // acceptable tradeoff for simplicity.
24 size_t minThreshold
= 2 * mBatch
+ 1;
25 if (mThreshold
< minThreshold
) {
26 mThreshold
= minThreshold
;
29 // The maximum number of frames we should ever have decoded at one time is
30 // twice the batch. That is a good as number as any to start our decoding at.
31 mPending
= mBatch
* 2;
34 bool AnimationFrameRetainedBuffer::InsertInternal(RefPtr
<imgFrame
>&& aFrame
) {
35 // We should only insert new frames if we actually asked for them.
36 MOZ_ASSERT(!mSizeKnown
);
37 MOZ_ASSERT(mFrames
.Length() < mThreshold
);
40 mFrames
.AppendElement(std::move(aFrame
));
41 MOZ_ASSERT(mSize
== mFrames
.Length());
42 return mSize
< mThreshold
;
45 bool AnimationFrameRetainedBuffer::ResetInternal() {
46 // If we haven't crossed the threshold, then we know by definition we have
47 // not discarded any frames. If we previously requested more frames, but
48 // it would have been more than we would have buffered otherwise, we can
49 // stop the decoding after one more frame.
50 if (mPending
> 1 && mSize
>= mBatch
* 2 + 1) {
51 MOZ_ASSERT(!mSizeKnown
);
55 // Either the decoder is still running, or we have enough frames already.
56 // No need for us to restart it.
60 bool AnimationFrameRetainedBuffer::MarkComplete(
61 const gfx::IntRect
& aFirstFrameRefreshArea
) {
62 MOZ_ASSERT(!mSizeKnown
);
69 void AnimationFrameRetainedBuffer::AdvanceInternal() {
70 // We should not have advanced if we never inserted.
71 MOZ_ASSERT(!mFrames
.IsEmpty());
72 // We only want to change the current frame index if we have advanced. This
73 // means either a higher frame index, or going back to the beginning.
74 size_t framesLength
= mFrames
.Length();
75 // We should never have advanced beyond the frame buffer.
76 MOZ_ASSERT(mGetIndex
< framesLength
);
77 // We should never advance if the current frame is null -- it needs to know
78 // the timeout from it at least to know when to advance.
79 MOZ_ASSERT_IF(mGetIndex
> 0, mFrames
[mGetIndex
- 1]);
80 MOZ_ASSERT_IF(mGetIndex
== 0, mFrames
[framesLength
- 1]);
81 // The owner should have already accessed the next frame, so it should also
83 MOZ_ASSERT(mFrames
[mGetIndex
]);
86 // Calculate how many frames we have requested ahead of the current frame.
87 size_t buffered
= mPending
+ framesLength
- mGetIndex
- 1;
88 if (buffered
< mBatch
) {
89 // If we have fewer frames than the batch size, then ask for more. If we
90 // do not have any pending, then we know that there is no active decoding.
96 imgFrame
* AnimationFrameRetainedBuffer::Get(size_t aFrame
, bool aForDisplay
) {
97 // We should not have asked for a frame if we never inserted.
98 if (mFrames
.IsEmpty()) {
99 MOZ_ASSERT_UNREACHABLE("Calling Get() when we have no frames");
103 // If we don't have that frame, return an empty frame ref.
104 if (aFrame
>= mFrames
.Length()) {
108 // If we have space for the frame, it should always be available.
109 if (!mFrames
[aFrame
]) {
110 MOZ_ASSERT_UNREACHABLE("Calling Get() when frame is unavailable");
114 // If we are advancing on behalf of the animation, we don't expect it to be
115 // getting any frames (besides the first) until we get the desired frame.
116 MOZ_ASSERT(aFrame
== 0 || mAdvance
== 0);
117 return mFrames
[aFrame
].get();
120 bool AnimationFrameRetainedBuffer::IsFirstFrameFinished() const {
121 return !mFrames
.IsEmpty() && mFrames
[0]->IsFinished();
124 bool AnimationFrameRetainedBuffer::IsLastInsertedFrame(imgFrame
* aFrame
) const {
125 return !mFrames
.IsEmpty() && mFrames
.LastElement().get() == aFrame
;
128 void AnimationFrameRetainedBuffer::AddSizeOfExcludingThis(
129 MallocSizeOf aMallocSizeOf
, const AddSizeOfCb
& aCallback
) {
131 for (const RefPtr
<imgFrame
>& frame
: mFrames
) {
133 frame
->AddSizeOfExcludingThis(aMallocSizeOf
,
134 [&](AddSizeOfCbData
& aMetadata
) {
135 aMetadata
.mIndex
= i
;
136 aCallback(aMetadata
);
141 AnimationFrameDiscardingQueue::AnimationFrameDiscardingQueue(
142 AnimationFrameRetainedBuffer
&& aQueue
)
143 : AnimationFrameBuffer(aQueue
),
144 mInsertIndex(aQueue
.mFrames
.Length()),
145 mFirstFrame(aQueue
.mFrames
[0]) {
146 MOZ_ASSERT(!mSizeKnown
);
147 MOZ_ASSERT(!mRedecodeError
);
148 MOZ_ASSERT(mInsertIndex
> 0);
151 // We avoided moving aQueue.mFrames[0] for mFirstFrame above because it is
152 // possible the animation was reset back to the beginning, and then we crossed
153 // the threshold without advancing further. That would mean mGetIndex is 0.
154 for (size_t i
= mGetIndex
; i
< mInsertIndex
; ++i
) {
155 MOZ_ASSERT(aQueue
.mFrames
[i
]);
156 mDisplay
.push_back(std::move(aQueue
.mFrames
[i
]));
160 bool AnimationFrameDiscardingQueue::InsertInternal(RefPtr
<imgFrame
>&& aFrame
) {
161 if (mInsertIndex
== mSize
) {
163 // We produced more frames on a subsequent decode than on the first pass.
164 mRedecodeError
= true;
171 // Even though we don't use redecoded first frames for display purposes, we
172 // will still use them for recycling, so we still need to insert it.
173 mDisplay
.push_back(std::move(aFrame
));
175 MOZ_ASSERT(mInsertIndex
<= mSize
);
179 bool AnimationFrameDiscardingQueue::ResetInternal() {
183 bool restartDecoder
= mPending
== 0;
184 mPending
= 2 * mBatch
;
185 return restartDecoder
;
188 bool AnimationFrameDiscardingQueue::MarkComplete(
189 const gfx::IntRect
& aFirstFrameRefreshArea
) {
190 if (NS_WARN_IF(mInsertIndex
!= mSize
)) {
191 mRedecodeError
= true;
195 // We reached the end of the animation, the next frame we get, if we get
196 // another, will be the first frame again.
200 // Since we only request advancing when we want to resume at a certain point
201 // in the animation, we should never exceed the number of frames.
202 MOZ_ASSERT(mAdvance
== 0);
206 void AnimationFrameDiscardingQueue::AdvanceInternal() {
207 // We only want to change the current frame index if we have advanced. This
208 // means either a higher frame index, or going back to the beginning.
209 // We should never have advanced beyond the frame buffer.
210 MOZ_ASSERT(mGetIndex
< mSize
);
212 // We should have the current frame still in the display queue. Either way,
213 // we should at least have an entry in the queue which we need to consume.
214 MOZ_ASSERT(!mDisplay
.empty());
215 MOZ_ASSERT(mDisplay
.front());
216 mDisplay
.pop_front();
217 MOZ_ASSERT(!mDisplay
.empty());
218 MOZ_ASSERT(mDisplay
.front());
220 if (mDisplay
.size() + mPending
- 1 < mBatch
) {
221 // If we have fewer frames than the batch size, then ask for more. If we
222 // do not have any pending, then we know that there is no active decoding.
227 imgFrame
* AnimationFrameDiscardingQueue::Get(size_t aFrame
, bool aForDisplay
) {
228 // The first frame is stored separately. If we only need the frame for
229 // display purposes, we can return it right away. If we need it for advancing
230 // the animation, we want to verify the recreated first frame is available
231 // before allowing it continue.
232 if (aForDisplay
&& aFrame
== 0) {
233 return mFirstFrame
.get();
236 // If we don't have that frame, return an empty frame ref.
237 if (aFrame
>= mSize
) {
242 if (aFrame
>= mGetIndex
) {
243 offset
= aFrame
- mGetIndex
;
244 } else if (!mSizeKnown
) {
245 MOZ_ASSERT_UNREACHABLE("Requesting previous frame after we have advanced!");
248 offset
= mSize
- mGetIndex
+ aFrame
;
251 if (offset
>= mDisplay
.size()) {
255 // If we are advancing on behalf of the animation, we don't expect it to be
256 // getting any frames (besides the first) until we get the desired frame.
257 MOZ_ASSERT(aFrame
== 0 || mAdvance
== 0);
259 // If we have space for the frame, it should always be available.
260 MOZ_ASSERT(mDisplay
[offset
]);
261 return mDisplay
[offset
].get();
264 bool AnimationFrameDiscardingQueue::IsFirstFrameFinished() const {
265 MOZ_ASSERT(mFirstFrame
);
266 MOZ_ASSERT(mFirstFrame
->IsFinished());
270 bool AnimationFrameDiscardingQueue::IsLastInsertedFrame(
271 imgFrame
* aFrame
) const {
272 return !mDisplay
.empty() && mDisplay
.back().get() == aFrame
;
275 void AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(
276 MallocSizeOf aMallocSizeOf
, const AddSizeOfCb
& aCallback
) {
277 mFirstFrame
->AddSizeOfExcludingThis(aMallocSizeOf
,
278 [&](AddSizeOfCbData
& aMetadata
) {
279 aMetadata
.mIndex
= 1;
280 aCallback(aMetadata
);
283 size_t i
= mGetIndex
;
284 for (const RefPtr
<imgFrame
>& frame
: mDisplay
) {
288 if (mFirstFrame
.get() == frame
.get()) {
289 // First frame again, we already covered it above. We can have a
290 // different frame in the first frame position in the discard queue
291 // on subsequent passes of the animation. This is useful for recycling.
296 frame
->AddSizeOfExcludingThis(aMallocSizeOf
,
297 [&](AddSizeOfCbData
& aMetadata
) {
298 aMetadata
.mIndex
= i
;
299 aCallback(aMetadata
);
304 AnimationFrameRecyclingQueue::AnimationFrameRecyclingQueue(
305 AnimationFrameRetainedBuffer
&& aQueue
)
306 : AnimationFrameDiscardingQueue(std::move(aQueue
)),
307 mForceUseFirstFrameRefreshArea(false) {
308 // In an ideal world, we would always save the already displayed frames for
309 // recycling but none of the frames were marked as recyclable. We will incur
310 // the extra allocation cost for a few more frames.
313 // Until we reach the end of the animation, set the first frame refresh area
314 // to match that of the full area of the first frame.
315 mFirstFrameRefreshArea
= mFirstFrame
->GetRect();
318 void AnimationFrameRecyclingQueue::AddSizeOfExcludingThis(
319 MallocSizeOf aMallocSizeOf
, const AddSizeOfCb
& aCallback
) {
320 AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(aMallocSizeOf
,
323 for (const RecycleEntry
& entry
: mRecycle
) {
325 entry
.mFrame
->AddSizeOfExcludingThis(
326 aMallocSizeOf
, [&](AddSizeOfCbData
& aMetadata
) {
327 aMetadata
.mIndex
= 0; // Frame is not applicable
328 aCallback(aMetadata
);
334 void AnimationFrameRecyclingQueue::AdvanceInternal() {
335 // We only want to change the current frame index if we have advanced. This
336 // means either a higher frame index, or going back to the beginning.
337 // We should never have advanced beyond the frame buffer.
338 MOZ_ASSERT(mGetIndex
< mSize
);
340 MOZ_ASSERT(!mDisplay
.empty());
341 MOZ_ASSERT(mDisplay
.front());
343 // We have advanced past the first frame. That means the next frame we are
344 // putting in the queue to recycling is the first frame in the animation,
345 // and we no longer need to worry about having looped around.
346 if (mGetIndex
== 1) {
347 mForceUseFirstFrameRefreshArea
= false;
350 RefPtr
<imgFrame
>& front
= mDisplay
.front();
351 RecycleEntry
newEntry(mForceUseFirstFrameRefreshArea
? mFirstFrameRefreshArea
352 : front
->GetDirtyRect());
354 // If we are allowed to recycle the frame, then we should save it before the
355 // base class's AdvanceInternal discards it.
356 newEntry
.mFrame
= std::move(front
);
358 // Even if the frame itself isn't saved, we want the dirty rect to calculate
359 // the recycle rect for future recycled frames.
360 mRecycle
.push_back(std::move(newEntry
));
361 mDisplay
.pop_front();
362 MOZ_ASSERT(!mDisplay
.empty());
363 MOZ_ASSERT(mDisplay
.front());
365 if (mDisplay
.size() + mPending
- 1 < mBatch
) {
366 // If we have fewer frames than the batch size, then ask for more. If we
367 // do not have any pending, then we know that there is no active decoding.
369 // We limit the batch to avoid using the frame we just added to the queue.
370 // This gives other parts of the system time to switch to the new current
371 // frame, and maximize buffer reuse. In particular this is useful for
372 // WebRender which holds onto the previous frame for much longer.
373 size_t newPending
= std::min(mPending
+ mBatch
, mRecycle
.size() - 1);
374 if (newPending
== 0 && (mDisplay
.size() <= 1 || mPending
> 0)) {
375 // If we already have pending frames, then the decoder is active and we
376 // cannot go below one. If we are displaying the only frame we have, and
377 // there are none pending, then we must request at least one more frame to
378 // continue to animation, because we won't advance again without a new
379 // frame. This may cause us to skip recycling because the previous frame
383 mPending
= newPending
;
387 bool AnimationFrameRecyclingQueue::ResetInternal() {
388 // We should save any display frames that we can to save on at least the
389 // allocation. The first frame refresh area is guaranteed to be the aggregate
390 // dirty rect or the entire frame, and so the bare minimum area we can
391 // recycle. We don't need to worry about updating the dirty rect for the
392 // existing mRecycle entries, because that will happen in RecycleFrame when
393 // we try to pull out a frame to redecode the first frame.
394 for (RefPtr
<imgFrame
>& frame
: mDisplay
) {
395 RecycleEntry
newEntry(mFirstFrameRefreshArea
);
396 newEntry
.mFrame
= std::move(frame
);
397 mRecycle
.push_back(std::move(newEntry
));
400 return AnimationFrameDiscardingQueue::ResetInternal();
403 RawAccessFrameRef
AnimationFrameRecyclingQueue::RecycleFrame(
404 gfx::IntRect
& aRecycleRect
) {
405 if (mInsertIndex
== 0) {
406 // If we are recreating the first frame, then we actually have already
407 // precomputed aggregate of the dirty rects as the first frame refresh
408 // area. We know that all of the frames still in the recycling queue
409 // need to take into account the same dirty rect because they are also
410 // frames which cross the boundary.
411 for (RecycleEntry
& entry
: mRecycle
) {
412 MOZ_ASSERT(mFirstFrameRefreshArea
.Contains(entry
.mDirtyRect
));
413 entry
.mDirtyRect
= mFirstFrameRefreshArea
;
415 // Until we advance to the first frame again, any subsequent recycled
416 // frames should also use the first frame refresh area.
417 mForceUseFirstFrameRefreshArea
= true;
420 if (mRecycle
.empty()) {
421 return RawAccessFrameRef();
424 RawAccessFrameRef recycledFrame
;
425 if (mRecycle
.front().mFrame
) {
426 recycledFrame
= mRecycle
.front().mFrame
->RawAccessRef();
427 MOZ_ASSERT(recycledFrame
);
428 mRecycle
.pop_front();
430 if (mForceUseFirstFrameRefreshArea
) {
431 // We are still crossing the loop boundary and cannot rely upon the dirty
432 // rects of entries in mDisplay to be representative. E.g. The first frame
433 // is probably has a full frame dirty rect.
434 aRecycleRect
= mFirstFrameRefreshArea
;
436 // Calculate the recycle rect for the recycled frame. This is the
437 // cumulative dirty rect of all of the frames ahead of us to be displayed,
438 // and to be used for recycling. Or in other words, the dirty rect between
439 // the recycled frame and the decoded frame which reuses the buffer.
441 // We know at this point that mRecycle contains either frames from the end
442 // of the animation with the first frame refresh area as the dirty rect
443 // (plus the first frame likewise) and frames with their actual dirty rect
444 // from the start. mDisplay should also only contain frames from the start
445 // of the animation onwards.
446 aRecycleRect
.SetRect(0, 0, 0, 0);
447 for (const RefPtr
<imgFrame
>& frame
: mDisplay
) {
448 aRecycleRect
= aRecycleRect
.Union(frame
->GetDirtyRect());
450 for (const RecycleEntry
& entry
: mRecycle
) {
451 aRecycleRect
= aRecycleRect
.Union(entry
.mDirtyRect
);
455 mRecycle
.pop_front();
458 return recycledFrame
;
461 bool AnimationFrameRecyclingQueue::MarkComplete(
462 const gfx::IntRect
& aFirstFrameRefreshArea
) {
463 bool continueDecoding
=
464 AnimationFrameDiscardingQueue::MarkComplete(aFirstFrameRefreshArea
);
466 // If we encounter a redecode error, just make the first frame refresh area to
467 // be the full frame, because we don't really know what we can safely recycle.
468 mFirstFrameRefreshArea
=
469 mRedecodeError
? mFirstFrame
->GetRect() : aFirstFrameRefreshArea
;
470 return continueDecoding
;
474 } // namespace mozilla