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import from UXP: Issue #2073 - m-c 1454149: Do not advance animated images which are not displayed (845411a7)
This commit is contained in:
@@ -434,6 +434,7 @@ private:
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DECL_GFX_PREF(Live, "image.animated.decode-on-demand.threshold-kb", ImageAnimatedDecodeOnDemandThresholdKB, uint32_t, 256*1024);
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DECL_GFX_PREF(Live, "image.animated.decode-on-demand.batch-size", ImageAnimatedDecodeOnDemandBatchSize, uint32_t, 6);
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DECL_GFX_PREF(Live, "image.animated.resume-from-last-displayed", ImageAnimatedResumeFromLastDisplayed, bool, false);
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DECL_GFX_PREF(Once, "image.cache.size", ImageCacheSize, int32_t, 5*1024*1024);
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DECL_GFX_PREF(Once, "image.cache.timeweight", ImageCacheTimeWeight, int32_t, 500);
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DECL_GFX_PREF(Live, "image.decode-immediately.enabled", ImageDecodeImmediatelyEnabled, bool, false);
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@@ -151,6 +151,21 @@ AnimationState::SetAnimationFrameTime(const TimeStamp& aTime)
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mCurrentAnimationFrameTime = aTime;
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}
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bool
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AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime)
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{
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if (!gfxPrefs::ImageAnimatedResumeFromLastDisplayed() ||
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mCurrentAnimationFrameTime >= aTime) {
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return false;
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}
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// We are configured to stop an animation when it is out of view, and restart
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// it from the same point when it comes back into view. The same applies if it
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// was discarded while out of view.
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mCurrentAnimationFrameTime = aTime;
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return true;
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}
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uint32_t
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AnimationState::GetCurrentAnimationFrameIndex() const
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{
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@@ -312,6 +327,7 @@ FrameAnimator::AdvanceFrame(AnimationState& aState,
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MOZ_ASSERT(currentFrameEndTime.isSome());
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aState.mCurrentAnimationFrameTime = *currentFrameEndTime;
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aState.mCurrentAnimationFrameIndex = nextFrameIndex;
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aState.mCompositedFrameRequested = false;
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aFrames.Advance(nextFrameIndex);
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return ret;
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@@ -343,6 +359,7 @@ FrameAnimator::AdvanceFrame(AnimationState& aState,
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// Set currentAnimationFrameIndex at the last possible moment
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aState.mCurrentAnimationFrameIndex = nextFrameIndex;
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aState.mCompositedFrameRequested = false;
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aFrames.Advance(nextFrameIndex);
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// If we're here, we successfully advanced the frame.
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@@ -379,6 +396,7 @@ FrameAnimator::RequestRefresh(AnimationState& aState,
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RefreshResult ret;
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if (aState.IsDiscarded()) {
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aState.MaybeAdvanceAnimationFrameTime(aTime);
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return ret;
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}
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@@ -394,6 +412,10 @@ FrameAnimator::RequestRefresh(AnimationState& aState,
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aState.UpdateStateInternal(result, aAnimationFinished);
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if (aState.IsDiscarded() || !result) {
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aState.MaybeAdvanceAnimationFrameTime(aTime);
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if (!ret.mDirtyRect.IsEmpty()) {
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ret.mFrameAdvanced = true;
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}
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return ret;
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}
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@@ -407,6 +429,15 @@ FrameAnimator::RequestRefresh(AnimationState& aState,
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MOZ_ASSERT(aState.mCompositedFrameInvalid);
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// Nothing we can do but wait for our previous current frame to be decoded
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// again so we can determine what to do next.
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aState.MaybeAdvanceAnimationFrameTime(aTime);
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return ret;
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}
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// If nothing has accessed the composited frame since the last time we
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// advanced, then there is no point in continuing to advance the animation.
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// This has the effect of freezing the animation while not in view.
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if (!aState.mCompositedFrameRequested &&
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aState.MaybeAdvanceAnimationFrameTime(aTime)) {
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return ret;
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}
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@@ -443,6 +474,8 @@ FrameAnimator::RequestRefresh(AnimationState& aState,
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LookupResult
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FrameAnimator::GetCompositedFrame(AnimationState& aState)
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{
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aState.mCompositedFrameRequested = true;
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if (aState.mCompositedFrameInvalid) {
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MOZ_ASSERT(gfxPrefs::ImageMemAnimatedDiscardable());
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MOZ_ASSERT(aState.GetHasBeenDecoded());
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@@ -36,6 +36,7 @@ public:
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, mHasBeenDecoded(false)
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, mIsCurrentlyDecoded(false)
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, mCompositedFrameInvalid(false)
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, mCompositedFrameRequested(false)
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, mDiscarded(false)
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{ }
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@@ -131,6 +132,13 @@ public:
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*/
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void SetAnimationFrameTime(const TimeStamp& aTime);
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/**
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* Set the animation frame time to @aTime if we are configured to stop the
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* animation when not visible and aTime is later than the current time.
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* Returns true if the time was updated, else false.
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*/
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bool MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime);
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/**
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* The current frame we're on, from 0 to (numFrames - 1).
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*/
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@@ -225,6 +233,10 @@ private:
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//! valid to draw to the screen.
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bool mCompositedFrameInvalid;
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//! Whether the composited frame was requested from the animator since the
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//! last time we advanced the animation.
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bool mCompositedFrameRequested;
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//! Whether this image is currently discarded. Only set to true after the
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//! image has been decoded at least once.
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bool mDiscarded;
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@@ -4503,6 +4503,10 @@ pref("image.animated.decode-on-demand.threshold-kb", 262144);
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// animation's currently displayed frame.
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pref("image.animated.decode-on-demand.batch-size", 6);
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// Resume an animated image from the last displayed frame rather than
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// advancing when out of view.
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pref("image.animated.resume-from-last-displayed", true);
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// The maximum size, in bytes, of the decoded images we cache
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pref("image.cache.size", 5242880);
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