ported from UXP: Issue #2073 - m-c 523950: Discard decoded frames of very large GIF animations (squashed) (e96122ed)

This commit is contained in:
2023-01-10 15:51:34 +08:00
parent 4c5ee58563
commit f468f934d7
25 changed files with 925 additions and 63 deletions
+2
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@@ -432,6 +432,8 @@ private:
#endif
DECL_GFX_PREF(Live, "gl.require-hardware", RequireHardwareGL, bool, false);
DECL_GFX_PREF(Live, "image.animated.decode-on-demand.threshold-kb", ImageAnimatedDecodeOnDemandThresholdKB, uint32_t, 256*1024);
DECL_GFX_PREF(Live, "image.animated.decode-on-demand.batch-size", ImageAnimatedDecodeOnDemandBatchSize, uint32_t, 6);
DECL_GFX_PREF(Once, "image.cache.size", ImageCacheSize, int32_t, 5*1024*1024);
DECL_GFX_PREF(Once, "image.cache.timeweight", ImageCacheTimeWeight, int32_t, 500);
DECL_GFX_PREF(Live, "image.decode-immediately.enabled", ImageDecodeImmediatelyEnabled, bool, false);
+324
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@@ -0,0 +1,324 @@
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "AnimationFrameBuffer.h"
#include "mozilla/Move.h" // for Move
namespace mozilla {
namespace image {
AnimationFrameBuffer::AnimationFrameBuffer()
: mThreshold(0)
, mBatch(0)
, mPending(0)
, mAdvance(0)
, mInsertIndex(0)
, mGetIndex(0)
, mSizeKnown(false)
, mRedecodeError(false)
{ }
void
AnimationFrameBuffer::Initialize(size_t aThreshold,
size_t aBatch,
size_t aStartFrame)
{
MOZ_ASSERT(mThreshold == 0);
MOZ_ASSERT(mBatch == 0);
MOZ_ASSERT(mPending == 0);
MOZ_ASSERT(mAdvance == 0);
MOZ_ASSERT(mFrames.IsEmpty());
mThreshold = aThreshold;
mBatch = aBatch;
mAdvance = aStartFrame;
if (mBatch > SIZE_MAX/4) {
// Batch size is so big, we will just end up decoding the whole animation.
mBatch = SIZE_MAX/4;
} else if (mBatch < 1) {
// Never permit a batch size smaller than 1. We always want to be asking for
// at least one frame to start.
mBatch = 1;
}
// To simplify the code, we have the assumption that the threshold for
// entering discard-after-display mode is at least twice the batch size (since
// that is the most frames-pending-decode we will request) + 1 for the current
// frame. That way the redecoded frames being inserted will never risk
// overlapping the frames we will discard due to the animation progressing.
// That may cause us to use a little more memory than we want but that is an
// acceptable tradeoff for simplicity.
size_t minThreshold = 2 * mBatch + 1;
if (mThreshold < minThreshold) {
mThreshold = minThreshold;
}
// The maximum number of frames we should ever have decoded at one time is
// twice the batch. That is a good as number as any to start our decoding at.
mPending = mBatch * 2;
}
bool
AnimationFrameBuffer::Insert(RawAccessFrameRef&& aFrame)
{
// We should only insert new frames if we actually asked for them.
MOZ_ASSERT(mPending > 0);
if (mSizeKnown) {
// We only insert after the size is known if we are repeating the animation
// and we did not keep all of the frames. Replace whatever is there
// (probably an empty frame) with the new frame.
MOZ_ASSERT(MayDiscard());
// The first decode produced fewer frames than the redecodes, presumably
// because it hit an out-of-memory error which later attempts avoided. Just
// stop the animation because we can't tell the image that we have more
// frames now.
if (mInsertIndex >= mFrames.Length()) {
mRedecodeError = true;
mPending = 0;
return false;
}
if (mInsertIndex > 0) {
MOZ_ASSERT(!mFrames[mInsertIndex]);
mFrames[mInsertIndex] = Move(aFrame);
}
} else if (mInsertIndex == mFrames.Length()) {
// We are still on the first pass of the animation decoding, so this is
// the first time we have seen this frame.
mFrames.AppendElement(Move(aFrame));
if (mInsertIndex == mThreshold) {
// We just tripped over the threshold for the first time. This is our
// chance to do any clearing of already displayed frames. After this,
// we only need to release as we advance or force a restart.
MOZ_ASSERT(MayDiscard());
MOZ_ASSERT(mGetIndex < mInsertIndex);
for (size_t i = 1; i < mGetIndex; ++i) {
RawAccessFrameRef discard = Move(mFrames[i]);
}
}
} else if (mInsertIndex > 0) {
// We were forced to restart an animation before we decoded the last
// frame. If we were discarding frames, then we tossed what we had
// except for the first frame.
MOZ_ASSERT(mInsertIndex < mFrames.Length());
MOZ_ASSERT(!mFrames[mInsertIndex]);
MOZ_ASSERT(MayDiscard());
mFrames[mInsertIndex] = Move(aFrame);
} else { // mInsertIndex == 0
// We were forced to restart an animation before we decoded the last
// frame. We don't need the redecoded first frame because we always keep
// the original.
MOZ_ASSERT(MayDiscard());
}
MOZ_ASSERT(mFrames[mInsertIndex]);
++mInsertIndex;
// Ensure we only request more decoded frames if we actually need them. If we
// need to advance to a certain point in the animation on behalf of the owner,
// then do so. This ensures we keep decoding. If the batch size is really
// small (i.e. 1), it is possible advancing will request the decoder to
// "restart", but we haven't told it to stop yet. Note that we skip the first
// insert because we actually start "advanced" to the first frame anyways.
bool continueDecoding = --mPending > 0;
if (mAdvance > 0 && mInsertIndex > 1) {
continueDecoding |= AdvanceInternal();
--mAdvance;
}
return continueDecoding;
}
bool
AnimationFrameBuffer::MarkComplete()
{
// We may have stopped decoding at a different point in the animation than we
// did previously. That means the decoder likely hit a new error, e.g. OOM.
// This will prevent us from advancing as well, because we are missing the
// required frames to blend.
//
// XXX(aosmond): In an ideal world, we would be generating full frames, and
// the consumer of our data doesn't care about our internal state. It simply
// knows about the first frame, the current frame, and how long to display the
// current frame.
if (NS_WARN_IF(mInsertIndex != mFrames.Length())) {
MOZ_ASSERT(mSizeKnown);
mRedecodeError = true;
mPending = 0;
}
// We reached the end of the animation, the next frame we get, if we get
// another, will be the first frame again.
mInsertIndex = 0;
// Since we only request advancing when we want to resume at a certain point
// in the animation, we should never exceed the number of frames.
MOZ_ASSERT(mAdvance == 0);
if (!mSizeKnown) {
// We just received the last frame in the animation. Compact the frame array
// because we know we won't need to grow beyond here.
mSizeKnown = true;
mFrames.Compact();
if (!MayDiscard()) {
// If we did not meet the threshold, then we know we want to keep all of the
// frames. If we also hit the last frame, we don't want to ask for more.
mPending = 0;
}
}
return mPending > 0;
}
DrawableFrameRef
AnimationFrameBuffer::Get(size_t aFrame)
{
// We should not have asked for a frame if we never inserted.
if (mFrames.IsEmpty()) {
MOZ_ASSERT_UNREACHABLE("Calling Get() when we have no frames");
return DrawableFrameRef();
}
// If we don't have that frame, return an empty frame ref.
if (aFrame >= mFrames.Length()) {
return DrawableFrameRef();
}
// We've got the requested frame because we are not discarding frames. While
// we typically should have not run out of frames since we ask for more before
// we want them, it is possible the decoder is behind.
if (!mFrames[aFrame]) {
MOZ_ASSERT(MayDiscard());
return DrawableFrameRef();
}
// If we are advancing on behalf of the animation, we don't expect it to be
// getting any frames (besides the first) until we get the desired frame.
MOZ_ASSERT(aFrame == 0 || mAdvance == 0);
return mFrames[aFrame]->DrawableRef();
}
bool
AnimationFrameBuffer::AdvanceTo(size_t aExpectedFrame)
{
// The owner should only be advancing once it has reached the requested frame
// in the animation.
MOZ_ASSERT(mAdvance == 0);
bool restartDecoder = AdvanceInternal();
// Advancing should always be successful, as it should only happen after the
// owner has accessed the next (now current) frame.
MOZ_ASSERT(mGetIndex == aExpectedFrame);
return restartDecoder;
}
bool
AnimationFrameBuffer::AdvanceInternal()
{
// We should not have advanced if we never inserted.
if (mFrames.IsEmpty()) {
MOZ_ASSERT_UNREACHABLE("Calling Advance() when we have no frames");
return false;
}
// We only want to change the current frame index if we have advanced. This
// means either a higher frame index, or going back to the beginning.
size_t framesLength = mFrames.Length();
// We should never have advanced beyond the frame buffer.
MOZ_ASSERT(mGetIndex < framesLength);
// We should never advance if the current frame is null -- it needs to know
// the timeout from it at least to know when to advance.
MOZ_ASSERT(mFrames[mGetIndex]);
if (++mGetIndex == framesLength) {
MOZ_ASSERT(mSizeKnown);
mGetIndex = 0;
}
// The owner should have already accessed the next frame, so it should also
// be available.
MOZ_ASSERT(mFrames[mGetIndex]);
// If we moved forward, that means we can remove the previous frame, assuming
// that frame is not the first frame. If we looped and are back at the first
// frame, we can remove the last frame.
if (MayDiscard()) {
RawAccessFrameRef discard;
if (mGetIndex > 1) {
discard = Move(mFrames[mGetIndex - 1]);
} else if (mGetIndex == 0) {
MOZ_ASSERT(mSizeKnown && framesLength > 1);
discard = Move(mFrames[framesLength - 1]);
}
}
if (!mRedecodeError && (!mSizeKnown || MayDiscard())) {
// Calculate how many frames we have requested ahead of the current frame.
size_t buffered = mPending;
if (mGetIndex > mInsertIndex) {
// It wrapped around and we are decoding the beginning again before the
// the display has finished the loop.
MOZ_ASSERT(mSizeKnown);
buffered += mInsertIndex + framesLength - mGetIndex - 1;
} else {
buffered += mInsertIndex - mGetIndex - 1;
}
if (buffered < mBatch) {
// If we have fewer frames than the batch size, then ask for more. If we
// do not have any pending, then we know that there is no active decoding.
mPending += mBatch;
return mPending == mBatch;
}
}
return false;
}
bool
AnimationFrameBuffer::Reset()
{
// The animation needs to start back at the beginning.
mGetIndex = 0;
mAdvance = 0;
if (!MayDiscard()) {
// If we haven't crossed the threshold, then we know by definition we have
// not discarded any frames. If we previously requested more frames, but
// it would have been more than we would have buffered otherwise, we can
// stop the decoding after one more frame.
if (mPending > 1 && mInsertIndex - 1 >= mBatch * 2) {
MOZ_ASSERT(!mSizeKnown);
mPending = 1;
}
// Either the decoder is still running, or we have enough frames already.
// No need for us to restart it.
return false;
}
// Discard all frames besides the first, because the decoder always expects
// that when it re-inserts a frame, it is not present. (It doesn't re-insert
// the first frame.)
for (size_t i = 1; i < mFrames.Length(); ++i) {
RawAccessFrameRef discard = Move(mFrames[i]);
}
mInsertIndex = 0;
// If we hit an error after redecoding, we never want to restart decoding.
if (mRedecodeError) {
MOZ_ASSERT(mPending == 0);
return false;
}
bool restartDecoder = mPending == 0;
mPending = 2 * mBatch;
return restartDecoder;
}
} // namespace image
} // namespace mozilla
+204
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@@ -0,0 +1,204 @@
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_image_AnimationFrameBuffer_h
#define mozilla_image_AnimationFrameBuffer_h
#include "ISurfaceProvider.h"
namespace mozilla {
namespace image {
/**
* An AnimationFrameBuffer owns the frames outputted by an animated image
* decoder as well as directing its owner on how to drive the decoder,
* whether to produce more or to stop.
*
* Based upon its given configuration parameters, it will retain up to a
* certain number of frames in the buffer before deciding to discard previous
* frames, and relying upon the decoder to recreate older frames when the
* animation loops. It will also request that the decoder stop producing more
* frames when the display of the frames are far behind -- this allows other
* tasks and images which require decoding to take execution priority.
*
* The desire is that smaller animated images should be kept completely in
* memory while larger animated images should only keep a certain number of
* frames to minimize our memory footprint at the cost of CPU.
*/
class AnimationFrameBuffer final
{
public:
AnimationFrameBuffer();
/**
* Configure the frame buffer with a particular threshold and batch size. Note
* that the frame buffer may adjust the given values.
*
* @param aThreshold Maximum number of frames that may be stored in the frame
* buffer before it may discard already displayed frames.
* Once exceeded, it will discard the previous frame to the
* current frame whenever Advance is called. It always
* retains the first frame.
*
* @param aBatch Number of frames we request to be decoded each time it
* decides we need more.
*
* @param aStartFrame The starting frame for the animation. The frame buffer
* will auto-advance (and thus keep the decoding pipeline
* going) until it has reached this frame. Useful when the
* animation was progressing, but the surface was
* discarded, and we had to redecode.
*/
void Initialize(size_t aThreshold, size_t aBatch, size_t aStartFrame);
/**
* Access a specific frame from the frame buffer. It should generally access
* frames in sequential order, increasing in tandem with AdvanceTo calls. The
* first frame may be accessed at any time. The access order should start with
* the same value as that given in Initialize (aStartFrame).
*
* @param aFrame The frame index to access.
*
* @returns The frame, if available.
*/
DrawableFrameRef Get(size_t aFrame);
/**
* Inserts a frame into the frame buffer. If it has yet to fully decode the
* animated image yet, then it will append the frame to its internal buffer.
* If it has been fully decoded, it will replace the next frame in its buffer
* with the given frame.
*
* Once we have a sufficient number of frames buffered relative to the
* currently displayed frame, it will return false to indicate the caller
* should stop decoding.
*
* @param aFrame The frame to insert into the buffer.
*
* @returns True if the decoder should decode another frame.
*/
bool Insert(RawAccessFrameRef&& aFrame);
/**
* This should be called after the last frame has been inserted. If the buffer
* is discarding old frames, it may request more frames to be decoded. In this
* case that means the decoder should start again from the beginning. This
* return value should be used in preference to that of the Insert call.
*
* @returns True if the decoder should decode another frame.
*/
bool MarkComplete();
/**
* Advance the currently displayed frame of the frame buffer. If it reaches
* the end, it will loop back to the beginning. It should not be called unless
* a call to Get has returned a valid frame for the next frame index.
*
* As we advance, the number of frames we have buffered ahead of the current
* will shrink. Once that becomes too few, we will request a batch-sized set
* of frames to be decoded from the decoder.
*
* @param aExpectedFrame The frame we expect to have advanced to. This is
* used for confirmation purposes (e.g. asserts).
*
* @returns True if the caller should restart the decoder.
*/
bool AdvanceTo(size_t aExpectedFrame);
/**
* Resets the currently displayed frame of the frame buffer to the beginning.
* If the buffer is discarding old frames, it will actually discard all frames
* besides the first.
*
* @returns True if the caller should restart the decoder.
*/
bool Reset();
/**
* @returns True if frames post-advance may be discarded and redecoded on
* demand, else false.
*/
bool MayDiscard() const { return mFrames.Length() > mThreshold; }
/**
* @returns True if the frame buffer was ever marked as complete. This implies
* that the total number of frames is known and may be gotten from
* Frames().Length().
*/
bool SizeKnown() const { return mSizeKnown; }
/**
* @returns True if encountered an error during redecode which should cause
* the caller to stop inserting frames.
*/
bool HasRedecodeError() const { return mRedecodeError; }
/**
* @returns The current frame index we have advanced to.
*/
size_t Displayed() const { return mGetIndex; }
/**
* @returns Outstanding frames desired from the decoder.
*/
size_t PendingDecode() const { return mPending; }
/**
* @returns Outstanding frames to advance internally.
*/
size_t PendingAdvance() const { return mAdvance; }
/**
* @returns Number of frames we request to be decoded each time it decides we
* need more.
*/
size_t Batch() const { return mBatch; }
/**
* @returns Maximum number of frames before we start discarding previous
* frames post-advance.
*/
size_t Threshold() const { return mThreshold; }
/**
* @returns The frames of this animation, in order. May contain empty indices.
*/
const nsTArray<RawAccessFrameRef>& Frames() const { return mFrames; }
private:
bool AdvanceInternal();
/// The frames of this animation, in order, but may have holes if discarding.
nsTArray<RawAccessFrameRef> mFrames;
// The maximum number of frames we can have before discarding.
size_t mThreshold;
// The minimum number of frames that we want buffered ahead of the display.
size_t mBatch;
// The number of frames to decode before we stop.
size_t mPending;
// The number of frames we need to auto-advance to synchronize with the caller.
size_t mAdvance;
// The mFrames index in which to insert the next decoded frame.
size_t mInsertIndex;
// The mFrames index that we have advanced to.
size_t mGetIndex;
// True if the total number of frames is known.
bool mSizeKnown;
// True if we encountered an error while redecoding.
bool mRedecodeError;
};
} // namespace image
} // namespace mozilla
#endif // mozilla_image_AnimationFrameBuffer_h
+193 -44
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@@ -8,6 +8,7 @@
#include "gfxPrefs.h"
#include "nsProxyRelease.h"
#include "DecodePool.h"
#include "Decoder.h"
using namespace mozilla::gfx;
@@ -17,7 +18,8 @@ namespace image {
AnimationSurfaceProvider::AnimationSurfaceProvider(NotNull<RasterImage*> aImage,
const SurfaceKey& aSurfaceKey,
NotNull<Decoder*> aDecoder)
NotNull<Decoder*> aDecoder,
size_t aCurrentFrame)
: ISurfaceProvider(ImageKey(aImage.get()), aSurfaceKey,
AvailabilityState::StartAsPlaceholder())
, mImage(aImage.get())
@@ -29,6 +31,22 @@ AnimationSurfaceProvider::AnimationSurfaceProvider(NotNull<RasterImage*> aImage,
"Use MetadataDecodingTask for metadata decodes");
MOZ_ASSERT(!mDecoder->IsFirstFrameDecode(),
"Use DecodedSurfaceProvider for single-frame image decodes");
// We still produce paletted surfaces for GIF which means the frames are
// smaller than one would expect for APNG. This may be removed if/when
// bug 1337111 lands and it is enabled by default.
size_t pixelSize = aDecoder->GetType() == DecoderType::GIF
? sizeof(uint8_t) : sizeof(uint32_t);
// Calculate how many frames we need to decode in this animation before we
// enter decode-on-demand mode.
IntSize frameSize = aSurfaceKey.Size();
size_t threshold =
(size_t(gfxPrefs::ImageAnimatedDecodeOnDemandThresholdKB()) * 1024) /
(pixelSize * frameSize.width * frameSize.height);
size_t batch = gfxPrefs::ImageAnimatedDecodeOnDemandBatchSize();
mFrames.Initialize(threshold, batch, aCurrentFrame);
}
AnimationSurfaceProvider::~AnimationSurfaceProvider()
@@ -53,6 +71,75 @@ AnimationSurfaceProvider::DropImageReference()
NS_ReleaseOnMainThread(image.forget(), /* aAlwaysProxy = */ true);
}
void
AnimationSurfaceProvider::Reset()
{
// We want to go back to the beginning.
bool mayDiscard;
bool restartDecoder = false;
{
MutexAutoLock lock(mFramesMutex);
// If we have not crossed the threshold, we know we haven't discarded any
// frames, and thus we know it is safe move our display index back to the
// very beginning. It would be cleaner to let the frame buffer make this
// decision inside the AnimationFrameBuffer::Reset method, but if we have
// crossed the threshold, we need to hold onto the decoding mutex too. We
// should avoid blocking the main thread on the decoder threads.
mayDiscard = mFrames.MayDiscard();
if (!mayDiscard) {
restartDecoder = mFrames.Reset();
}
}
if (mayDiscard) {
// We are over the threshold and have started discarding old frames. In
// that case we need to seize the decoding mutex. Thankfully we know that
// we are in the process of decoding at most the batch size frames, so
// this should not take too long to acquire.
MutexAutoLock lock(mDecodingMutex);
// We may have hit an error while redecoding. Because FrameAnimator is
// tightly coupled to our own state, that means we would need to go through
// some heroics to resume animating in those cases. The typical reason for
// a redecode to fail is out of memory, and recycling should prevent most of
// those errors. When image.animated.generate-full-frames has shipped
// enabled on a release or two, we can simply remove the old FrameAnimator
// blending code and simplify this quite a bit -- just always pop the next
// full frame and timeout off the stack.
if (mDecoder) {
mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
MOZ_ASSERT(mDecoder);
MutexAutoLock lock2(mFramesMutex);
restartDecoder = mFrames.Reset();
} else {
MOZ_ASSERT(mFrames.HasRedecodeError());
}
}
if (restartDecoder) {
DecodePool::Singleton()->AsyncRun(this);
}
}
void
AnimationSurfaceProvider::Advance(size_t aFrame)
{
bool restartDecoder;
{
// Typical advancement of a frame.
MutexAutoLock lock(mFramesMutex);
restartDecoder = mFrames.AdvanceTo(aFrame);
}
if (restartDecoder) {
DecodePool::Singleton()->AsyncRun(this);
}
}
DrawableFrameRef
AnimationSurfaceProvider::DrawableRef(size_t aFrame)
{
@@ -63,19 +150,7 @@ AnimationSurfaceProvider::DrawableRef(size_t aFrame)
return DrawableFrameRef();
}
if (mFrames.IsEmpty()) {
MOZ_ASSERT_UNREACHABLE("Calling DrawableRef() when we have no frames");
return DrawableFrameRef();
}
// If we don't have that frame, return an empty frame ref.
if (aFrame >= mFrames.Length()) {
return DrawableFrameRef();
}
// We've got the requested frame. Return it.
MOZ_ASSERT(mFrames[aFrame]);
return mFrames[aFrame]->DrawableRef();
return mFrames.Get(aFrame);
}
bool
@@ -88,13 +163,20 @@ AnimationSurfaceProvider::IsFinished() const
return false;
}
if (mFrames.IsEmpty()) {
if (mFrames.Frames().IsEmpty()) {
MOZ_ASSERT_UNREACHABLE("Calling IsFinished() when we have no frames");
return false;
}
// As long as we have at least one finished frame, we're finished.
return mFrames[0]->IsFinished();
return mFrames.Frames()[0]->IsFinished();
}
bool
AnimationSurfaceProvider::IsFullyDecoded() const
{
MutexAutoLock lock(mFramesMutex);
return mFrames.SizeKnown() && !mFrames.MayDiscard();
}
size_t
@@ -125,8 +207,10 @@ AnimationSurfaceProvider::AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
// that we must be careful to always use the same ordering elsewhere.
MutexAutoLock lock(mFramesMutex);
for (const RawAccessFrameRef& frame : mFrames) {
frame->AddSizeOfExcludingThis(aMallocSizeOf, aHeapSizeOut, aNonHeapSizeOut);
for (const RawAccessFrameRef& frame : mFrames.Frames()) {
if (frame) {
frame->AddSizeOfExcludingThis(aMallocSizeOf, aHeapSizeOut, aNonHeapSizeOut);
}
}
}
@@ -135,7 +219,7 @@ AnimationSurfaceProvider::Run()
{
MutexAutoLock lock(mDecodingMutex);
if (!mDecoder || !mImage) {
if (!mDecoder) {
MOZ_ASSERT_UNREACHABLE("Running after decoding finished?");
return;
}
@@ -150,15 +234,34 @@ AnimationSurfaceProvider::Run()
// Since we're not sure, rather than call CheckForNewFrameAtYield() here
// we call CheckForNewFrameAtTerminalState(), which handles both of these
// possibilities.
CheckForNewFrameAtTerminalState();
// We're done!
bool continueDecoding = CheckForNewFrameAtTerminalState();
FinishDecoding();
return;
// Even if it is the last frame, we may not have enough frames buffered
// ahead of the current. If we are shutting down, we want to ensure we
// release the thread as soon as possible. The animation may advance even
// during shutdown, which keeps us decoding, and thus blocking the decode
// pool during teardown.
if (!mDecoder || !continueDecoding ||
DecodePool::Singleton()->IsShuttingDown()) {
return;
}
// Restart from the very beginning because the decoder was recreated.
continue;
}
// If there is output available we want to change the entry in the surface
// cache from a placeholder to an actual surface now before NotifyProgress
// call below so that when consumers get the frame complete notification
// from the NotifyProgress they can actually get a surface from the surface
// cache.
bool checkForNewFrameAtYieldResult = false;
if (result == LexerResult(Yield::OUTPUT_AVAILABLE)) {
checkForNewFrameAtYieldResult = CheckForNewFrameAtYield();
}
// Notify for the progress we've made so far.
if (mDecoder->HasProgress()) {
if (mImage && mDecoder->HasProgress()) {
NotifyProgress(WrapNotNull(mImage), WrapNotNull(mDecoder));
}
@@ -168,38 +271,52 @@ AnimationSurfaceProvider::Run()
return;
}
// There's new output available - a new frame! Grab it.
// There's new output available - a new frame! Grab it. If we don't need any
// more for the moment we can break out of the loop. If we are shutting
// down, we want to ensure we release the thread as soon as possible. The
// animation may advance even during shutdown, which keeps us decoding, and
// thus blocking the decode pool during teardown.
MOZ_ASSERT(result == LexerResult(Yield::OUTPUT_AVAILABLE));
CheckForNewFrameAtYield();
if (!checkForNewFrameAtYieldResult ||
DecodePool::Singleton()->IsShuttingDown()) {
return;
}
}
}
void
bool
AnimationSurfaceProvider::CheckForNewFrameAtYield()
{
mDecodingMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mDecoder);
bool justGotFirstFrame = false;
bool continueDecoding;
{
MutexAutoLock lock(mFramesMutex);
// Try to get the new frame from the decoder.
RawAccessFrameRef frame = mDecoder->GetCurrentFrameRef();
MOZ_ASSERT(mDecoder->HasFrameToTake());
mDecoder->ClearHasFrameToTake();
if (!frame) {
MOZ_ASSERT_UNREACHABLE("Decoder yielded but didn't produce a frame?");
return;
return true;
}
// We should've gotten a different frame than last time.
MOZ_ASSERT_IF(!mFrames.IsEmpty(),
mFrames.LastElement().get() != frame.get());
MOZ_ASSERT_IF(!mFrames.Frames().IsEmpty(),
mFrames.Frames().LastElement().get() != frame.get());
// Append the new frame to the list.
mFrames.AppendElement(Move(frame));
continueDecoding = mFrames.Insert(Move(frame));
if (mFrames.Length() == 1) {
// We only want to handle the first frame if it is the first pass for the
// animation decoder. The owning image will be cleared after that.
size_t frameCount = mFrames.Frames().Length();
if (frameCount == 1 && mImage) {
justGotFirstFrame = true;
}
}
@@ -207,32 +324,49 @@ AnimationSurfaceProvider::CheckForNewFrameAtYield()
if (justGotFirstFrame) {
AnnounceSurfaceAvailable();
}
return continueDecoding;
}
void
bool
AnimationSurfaceProvider::CheckForNewFrameAtTerminalState()
{
mDecodingMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mDecoder);
bool justGotFirstFrame = false;
bool continueDecoding;
{
MutexAutoLock lock(mFramesMutex);
// The decoder may or may not have a new frame for us at this point. Avoid
// reinserting the same frame again.
RawAccessFrameRef frame = mDecoder->GetCurrentFrameRef();
if (!frame) {
return;
// If the decoder didn't finish a new frame (ie if, after starting the
// frame, it got an error and aborted the frame and the rest of the decode)
// that means it won't be reporting it to the image or FrameAnimator so we
// should ignore it too, that's what HasFrameToTake tracks basically.
if (!mDecoder->HasFrameToTake()) {
frame = RawAccessFrameRef();
} else {
MOZ_ASSERT(frame);
mDecoder->ClearHasFrameToTake();
}
if (!mFrames.IsEmpty() && mFrames.LastElement().get() == frame.get()) {
return; // We already have this one.
if (!frame || (!mFrames.Frames().IsEmpty() &&
mFrames.Frames().LastElement().get() == frame.get())) {
return mFrames.MarkComplete();
}
// Append the new frame to the list.
mFrames.AppendElement(Move(frame));
mFrames.Insert(Move(frame));
continueDecoding = mFrames.MarkComplete();
if (mFrames.Length() == 1) {
// We only want to handle the first frame if it is the first pass for the
// animation decoder. The owning image will be cleared after that.
if (mFrames.Frames().Length() == 1 && mImage) {
justGotFirstFrame = true;
}
}
@@ -240,6 +374,8 @@ AnimationSurfaceProvider::CheckForNewFrameAtTerminalState()
if (justGotFirstFrame) {
AnnounceSurfaceAvailable();
}
return continueDecoding;
}
void
@@ -260,14 +396,27 @@ void
AnimationSurfaceProvider::FinishDecoding()
{
mDecodingMutex.AssertCurrentThreadOwns();
MOZ_ASSERT(mImage);
MOZ_ASSERT(mDecoder);
// Send notifications.
NotifyDecodeComplete(WrapNotNull(mImage), WrapNotNull(mDecoder));
if (mImage) {
// Send notifications.
NotifyDecodeComplete(WrapNotNull(mImage), WrapNotNull(mDecoder));
}
// Destroy our decoder; we don't need it anymore.
mDecoder = nullptr;
// Determine if we need to recreate the decoder, in case we are discarding
// frames and need to loop back to the beginning.
bool recreateDecoder;
{
MutexAutoLock lock(mFramesMutex);
recreateDecoder = !mFrames.HasRedecodeError() && mFrames.MayDiscard();
}
if (recreateDecoder) {
mDecoder = DecoderFactory::CloneAnimationDecoder(mDecoder);
MOZ_ASSERT(mDecoder);
} else {
mDecoder = nullptr;
}
// We don't need a reference to our image anymore, either, and we don't want
// one. We may be stored in the surface cache for a long time after decoding
+13 -4
View File
@@ -13,6 +13,7 @@
#include "FrameAnimator.h"
#include "IDecodingTask.h"
#include "ISurfaceProvider.h"
#include "AnimationFrameBuffer.h"
namespace mozilla {
namespace image {
@@ -31,7 +32,8 @@ public:
AnimationSurfaceProvider(NotNull<RasterImage*> aImage,
const SurfaceKey& aSurfaceKey,
NotNull<Decoder*> aDecoder);
NotNull<Decoder*> aDecoder,
size_t aCurrentFrame);
//////////////////////////////////////////////////////////////////////////////
@@ -44,10 +46,13 @@ public:
DrawableSurface Surface() override { return DrawableSurface(WrapNotNull(this)); }
bool IsFinished() const override;
bool IsFullyDecoded() const override;
size_t LogicalSizeInBytes() const override;
void AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
size_t& aHeapSizeOut,
size_t& aNonHeapSizeOut) override;
void Reset() override;
void Advance(size_t aFrame) override;
protected:
DrawableFrameRef DrawableRef(size_t aFrame) override;
@@ -77,11 +82,15 @@ private:
virtual ~AnimationSurfaceProvider();
void DropImageReference();
void CheckForNewFrameAtYield();
void CheckForNewFrameAtTerminalState();
void AnnounceSurfaceAvailable();
void FinishDecoding();
// @returns Whether or not we should continue decoding.
bool CheckForNewFrameAtYield();
// @returns Whether or not we should restart decoding.
bool CheckForNewFrameAtTerminalState();
/// The image associated with our decoder.
RefPtr<RasterImage> mImage;
@@ -95,7 +104,7 @@ private:
mutable Mutex mFramesMutex;
/// The frames of this animation, in order.
nsTArray<RawAccessFrameRef> mFrames;
AnimationFrameBuffer mFrames;
};
} // namespace image
+13 -1
View File
@@ -80,6 +80,12 @@ public:
mMonitor.NotifyAll();
}
bool IsShuttingDown() const
{
MonitorAutoLock lock(mMonitor);
return mShuttingDown;
}
/// Pushes a new decode work item.
void PushWork(IDecodingTask* aTask)
{
@@ -149,7 +155,7 @@ private:
nsThreadPoolNaming mThreadNaming;
// mMonitor guards the queues and mShuttingDown.
Monitor mMonitor;
mutable Monitor mMonitor;
nsTArray<RefPtr<IDecodingTask>> mHighPriorityQueue;
nsTArray<RefPtr<IDecodingTask>> mLowPriorityQueue;
bool mShuttingDown;
@@ -308,6 +314,12 @@ DecodePool::Observe(nsISupports*, const char* aTopic, const char16_t*)
return NS_OK;
}
bool
DecodePool::IsShuttingDown() const
{
return mImpl->IsShuttingDown();
}
void
DecodePool::AsyncRun(IDecodingTask* aTask)
{
+4
View File
@@ -54,6 +54,10 @@ public:
/// same as the number of decoding threads we're actually using.
static uint32_t NumberOfCores();
/// True if the DecodePool is being shutdown. This may only be called by
/// threads from the pool to check if they should keep working or not.
bool IsShuttingDown() const;
/// Ask the DecodePool to run @aTask asynchronously and return immediately.
void AsyncRun(IDecodingTask* aTask);
+4
View File
@@ -60,6 +60,7 @@ Decoder::Decoder(RasterImage* aImage)
, mHaveExplicitOutputSize(false)
, mInFrame(false)
, mFinishedNewFrame(false)
, mHasFrameToTake(false)
, mReachedTerminalState(false)
, mDecodeDone(false)
, mError(false)
@@ -289,6 +290,8 @@ Decoder::AllocateFrame(const gfx::IntSize& aOutputSize,
mCurrentFrame.get());
if (mCurrentFrame) {
mHasFrameToTake = true;
// Gather the raw pointers the decoders will use.
mCurrentFrame->GetImageData(&mImageData, &mImageDataLength);
mCurrentFrame->GetPaletteData(&mColormap, &mColormapSize);
@@ -509,6 +512,7 @@ Decoder::PostError()
mCurrentFrame->Abort();
mInFrame = false;
--mFrameCount;
mHasFrameToTake = false;
}
}
+20
View File
@@ -231,6 +231,11 @@ public:
mIterator.emplace(Move(aIterator));
}
SourceBuffer* GetSourceBuffer() const
{
return mIterator->Owner();
}
/**
* Should this decoder send partial invalidations?
*/
@@ -275,6 +280,12 @@ public:
/// Are we in the middle of a frame right now? Used for assertions only.
bool InFrame() const { return mInFrame; }
/// Type of decoder.
virtual DecoderType GetType() const
{
return DecoderType::UNKNOWN;
}
enum DecodeStyle {
PROGRESSIVE, // produce intermediate frames representing the partial
// state of the image
@@ -373,6 +384,11 @@ public:
: RawAccessFrameRef();
}
bool HasFrameToTake() const { return mHasFrameToTake; }
void ClearHasFrameToTake() {
MOZ_ASSERT(mHasFrameToTake);
mHasFrameToTake = false;
}
protected:
friend class AutoRecordDecoderTelemetry;
@@ -538,6 +554,10 @@ private:
bool mInFrame : 1;
bool mFinishedNewFrame : 1; // True if PostFrameStop() has been called since
// the last call to TakeCompleteFrameCount().
// Has a new frame that AnimationSurfaceProvider can take. Unfortunately this
// has to be separate from mFinishedNewFrame because the png decoder yields a
// new frame before calling PostFrameStop().
bool mHasFrameToTake : 1;
bool mReachedTerminalState : 1;
bool mDecodeDone : 1;
bool mError : 1;
+27 -2
View File
@@ -179,7 +179,8 @@ DecoderFactory::CreateAnimationDecoder(DecoderType aType,
NotNull<SourceBuffer*> aSourceBuffer,
const IntSize& aIntrinsicSize,
DecoderFlags aDecoderFlags,
SurfaceFlags aSurfaceFlags)
SurfaceFlags aSurfaceFlags,
size_t aCurrentFrame)
{
if (aType == DecoderType::UNKNOWN) {
return nullptr;
@@ -211,7 +212,8 @@ DecoderFactory::CreateAnimationDecoder(DecoderType aType,
NotNull<RefPtr<AnimationSurfaceProvider>> provider =
WrapNotNull(new AnimationSurfaceProvider(aImage,
surfaceKey,
WrapNotNull(decoder)));
WrapNotNull(decoder),
aCurrentFrame));
// Attempt to insert the surface provider into the surface cache right away so
// we won't trigger any more decoders with the same parameters.
@@ -224,6 +226,29 @@ DecoderFactory::CreateAnimationDecoder(DecoderType aType,
return task.forget();
}
/* static */ already_AddRefed<Decoder>
DecoderFactory::CloneAnimationDecoder(Decoder* aDecoder)
{
MOZ_ASSERT(aDecoder);
MOZ_ASSERT(aDecoder->HasAnimation());
RefPtr<Decoder> decoder = GetDecoder(aDecoder->GetType(), nullptr,
/* aIsRedecode = */ true);
MOZ_ASSERT(decoder, "Should have a decoder now");
// Initialize the decoder.
decoder->SetMetadataDecode(false);
decoder->SetIterator(aDecoder->GetSourceBuffer()->Iterator());
decoder->SetDecoderFlags(aDecoder->GetDecoderFlags());
decoder->SetSurfaceFlags(aDecoder->GetSurfaceFlags());
if (NS_FAILED(decoder->Init())) {
return nullptr;
}
return decoder.forget();
}
/* static */ already_AddRefed<IDecodingTask>
DecoderFactory::CreateMetadataDecoder(DecoderType aType,
NotNull<RasterImage*> aImage,
+12 -1
View File
@@ -89,6 +89,7 @@ public:
* @param aDecoderFlags Flags specifying the behavior of this decoder.
* @param aSurfaceFlags Flags specifying the type of output this decoder
* should produce.
* @param aCurrentFrame The current frame the decoder should auto advance to.
*/
static already_AddRefed<IDecodingTask>
CreateAnimationDecoder(DecoderType aType,
@@ -96,7 +97,17 @@ public:
NotNull<SourceBuffer*> aSourceBuffer,
const gfx::IntSize& aIntrinsicSize,
DecoderFlags aDecoderFlags,
SurfaceFlags aSurfaceFlags);
SurfaceFlags aSurfaceFlags,
size_t aCurrentFrame);
/**
* Creates and initializes a decoder for animated images, cloned from the
* given decoder.
*
* @param aDecoder Decoder to clone.
*/
static already_AddRefed<Decoder>
CloneAnimationDecoder(Decoder* aDecoder);
/**
* Creates and initializes a metadata decoder of type @aType. This decoder
+28 -8
View File
@@ -64,12 +64,7 @@ AnimationState::UpdateStateInternal(LookupResult& aResult,
if (mHasBeenDecoded) {
Maybe<uint32_t> frameCount = FrameCount();
MOZ_ASSERT(frameCount.isSome());
aResult.Surface().Seek(*frameCount - 1);
if (aResult.Surface() && aResult.Surface()->IsFinished()) {
mIsCurrentlyDecoded = true;
} else {
mIsCurrentlyDecoded = false;
}
mIsCurrentlyDecoded = aResult.Surface().IsFullyDecoded();
}
}
@@ -286,8 +281,12 @@ FrameAnimator::AdvanceFrame(AnimationState& aState,
// failure) we would have discarded all the old frames and may not yet have
// the new ones.
if (!nextFrame || !nextFrame->IsFinished()) {
// Uh oh, the frame we want to show is currently being decoded (partial)
// Wait until the next refresh driver tick and try again
// Uh oh, the frame we want to show is currently being decoded (partial).
// Similar to the above case, we could be blocked by network or decoding,
// and so we should advance our current time rather than risk jumping
// through the animation. We will wait until the next refresh driver tick
// and try again.
aState.mCurrentAnimationFrameTime = aTime;
return ret;
}
@@ -313,6 +312,7 @@ FrameAnimator::AdvanceFrame(AnimationState& aState,
MOZ_ASSERT(currentFrameEndTime.isSome());
aState.mCurrentAnimationFrameTime = *currentFrameEndTime;
aState.mCurrentAnimationFrameIndex = nextFrameIndex;
aFrames.Advance(nextFrameIndex);
return ret;
}
@@ -343,6 +343,7 @@ FrameAnimator::AdvanceFrame(AnimationState& aState,
// Set currentAnimationFrameIndex at the last possible moment
aState.mCurrentAnimationFrameIndex = nextFrameIndex;
aFrames.Advance(nextFrameIndex);
// If we're here, we successfully advanced the frame.
ret.mFrameAdvanced = true;
@@ -350,6 +351,25 @@ FrameAnimator::AdvanceFrame(AnimationState& aState,
return ret;
}
void
FrameAnimator::ResetAnimation(AnimationState& aState)
{
aState.ResetAnimation();
// Our surface provider is synchronized to our state, so we need to reset its
// state as well, if we still have one.
LookupResult result =
SurfaceCache::Lookup(ImageKey(mImage),
RasterSurfaceKey(mSize,
DefaultSurfaceFlags(),
PlaybackType::eAnimated));
if (!result) {
return;
}
result.Surface().Reset();
}
RefreshResult
FrameAnimator::RequestRefresh(AnimationState& aState,
const TimeStamp& aTime,
+6
View File
@@ -276,6 +276,12 @@ public:
MOZ_COUNT_DTOR(FrameAnimator);
}
/**
* Call when you need to re-start animating. Ensures we start from the first
* frame.
*/
void ResetAnimation(AnimationState& aState);
/**
* Re-evaluate what frame we're supposed to be on, and do whatever blending
* is necessary to get us to that frame.
+39
View File
@@ -54,6 +54,12 @@ public:
/// @return true if DrawableRef() will return a completely decoded surface.
virtual bool IsFinished() const = 0;
/// @return true if the underlying decoder is currently fully decoded. For
/// animated images, this means that at least every frame has been decoded
/// at least once. It does not guarantee that all of the frames are present,
/// as the surface provider has the option to discard as it deems necessary.
virtual bool IsFullyDecoded() const { return IsFinished(); }
/// @return the number of bytes of memory this ISurfaceProvider is expected to
/// require. Optimizations may result in lower real memory usage. Trivial
/// overhead is ignored. Because this value is used in bookkeeping, it's
@@ -75,6 +81,9 @@ public:
ref->AddSizeOfExcludingThis(aMallocSizeOf, aHeapSizeOut, aNonHeapSizeOut);
}
virtual void Reset() { }
virtual void Advance(size_t aFrame) { }
/// @return the availability state of this ISurfaceProvider, which indicates
/// whether DrawableRef() could successfully return a surface. Should only be
/// called from SurfaceCache code as it relies on SurfaceCache for
@@ -189,6 +198,36 @@ public:
return mDrawableRef ? NS_OK : NS_ERROR_FAILURE;
}
void Reset()
{
if (!mProvider) {
MOZ_ASSERT_UNREACHABLE("Trying to reset a static DrawableSurface?");
return;
}
mProvider->Reset();
}
void Advance(size_t aFrame)
{
if (!mProvider) {
MOZ_ASSERT_UNREACHABLE("Trying to advance a static DrawableSurface?");
return;
}
mProvider->Advance(aFrame);
}
bool IsFullyDecoded() const
{
if (!mProvider) {
MOZ_ASSERT_UNREACHABLE("Trying to check decoding state of a static DrawableSurface?");
return false;
}
return mProvider->IsFullyDecoded();
}
explicit operator bool() const { return mHaveSurface; }
imgFrame* operator->() { return DrawableRef().get(); }
+7 -3
View File
@@ -856,7 +856,8 @@ RasterImage::ResetAnimation()
}
MOZ_ASSERT(mAnimationState, "Should have AnimationState");
mAnimationState->ResetAnimation();
MOZ_ASSERT(mFrameAnimator, "Should have FrameAnimator");
mFrameAnimator->ResetAnimation(*mAnimationState);
NotifyProgress(NoProgress, mAnimationState->FirstFrameRefreshArea());
@@ -1217,10 +1218,13 @@ RasterImage::Decode(const IntSize& aSize,
// Create a decoder.
RefPtr<IDecodingTask> task;
if (mAnimationState && aPlaybackType == PlaybackType::eAnimated) {
bool animated = mAnimationState && aPlaybackType == PlaybackType::eAnimated;
if (animated) {
size_t currentFrame = mAnimationState->GetCurrentAnimationFrameIndex();
task = DecoderFactory::CreateAnimationDecoder(mDecoderType, WrapNotNull(this),
mSourceBuffer, mSize,
decoderFlags, surfaceFlags);
decoderFlags, surfaceFlags,
currentFrame);
mAnimationState->UpdateState(mAnimationFinished, this, mSize);
// If the animation is finished we can draw right away because we just draw
// the final frame all the time from now on. See comment in
+6
View File
@@ -187,6 +187,12 @@ public:
/// @return a count of the bytes in all chunks we've advanced through.
size_t ByteCount() const { return mByteCount; }
/// @return the source buffer which owns the iterator.
SourceBuffer* Owner() const {
MOZ_ASSERT(mOwner);
return mOwner;
}
private:
friend class SourceBuffer;
+2
View File
@@ -125,6 +125,8 @@ class nsBMPDecoder : public Decoder
public:
~nsBMPDecoder();
DecoderType GetType() const override { return DecoderType::BMP; }
/// Obtains the internal output image buffer.
uint32_t* GetImageData() { return reinterpret_cast<uint32_t*>(mImageData); }
+2
View File
@@ -24,6 +24,8 @@ class nsGIFDecoder2 : public Decoder
public:
~nsGIFDecoder2();
DecoderType GetType() const override { return DecoderType::GIF; }
protected:
LexerResult DoDecode(SourceBufferIterator& aIterator,
IResumable* aOnResume) override;
+1
View File
@@ -69,6 +69,7 @@ public:
/// @return The offset from the beginning of the ICO to the first resource.
size_t FirstResourceOffset() const;
DecoderType GetType() const override { return DecoderType::ICO; }
LexerResult DoDecode(SourceBufferIterator& aIterator,
IResumable* aOnResume) override;
nsresult FinishInternal() override;
+2
View File
@@ -37,6 +37,8 @@ class nsIconDecoder : public Decoder
public:
virtual ~nsIconDecoder();
DecoderType GetType() const override { return DecoderType::ICON; }
LexerResult DoDecode(SourceBufferIterator& aIterator,
IResumable* aOnResume) override;
+2
View File
@@ -52,6 +52,8 @@ class nsJPEGDecoder : public Decoder
public:
virtual ~nsJPEGDecoder();
DecoderType GetType() const override { return DecoderType::JPEG; }
void NotifyDone();
protected:
+2
View File
@@ -25,6 +25,8 @@ public:
/// @return true if this PNG is a valid ICO resource.
bool IsValidICO() const;
DecoderType GetType() const override { return DecoderType::PNG; }
protected:
nsresult InitInternal() override;
LexerResult DoDecode(SourceBufferIterator& aIterator,
+2
View File
@@ -21,6 +21,8 @@ class nsWebPDecoder final : public Decoder
public:
virtual ~nsWebPDecoder();
DecoderType GetType() const override { return DecoderType::WEBP; }
protected:
LexerResult DoDecode(SourceBufferIterator& aIterator,
IResumable* aOnResume) override;
+1
View File
@@ -50,6 +50,7 @@ EXPORTS += [
]
UNIFIED_SOURCES += [
'AnimationFrameBuffer.cpp',
'AnimationSurfaceProvider.cpp',
'ClippedImage.cpp',
'DecodedSurfaceProvider.cpp',
+9
View File
@@ -4494,6 +4494,15 @@ pref("toolkit.zoomManager.zoomValues", ".3,.5,.67,.8,.9,1,1.1,1.2,1.33,1.5,1.7,2
// Image-related prefs
//
// The maximum size (in kB) that the aggregate frames of an animation can use
// before it starts to discard already displayed frames and redecode them as
// necessary.
pref("image.animated.decode-on-demand.threshold-kb", 262144);
// The minimum number of frames we want to have buffered ahead of an
// animation's currently displayed frame.
pref("image.animated.decode-on-demand.batch-size", 6);
// The maximum size, in bytes, of the decoded images we cache
pref("image.cache.size", 5242880);