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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /image/AnimationFrameBuffer.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | image/AnimationFrameBuffer.cpp | 474 |
1 files changed, 474 insertions, 0 deletions
diff --git a/image/AnimationFrameBuffer.cpp b/image/AnimationFrameBuffer.cpp new file mode 100644 index 0000000000..bcaacfce5f --- /dev/null +++ b/image/AnimationFrameBuffer.cpp @@ -0,0 +1,474 @@ +/* -*- 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 <utility> // for Move + +namespace mozilla { +namespace image { + +AnimationFrameRetainedBuffer::AnimationFrameRetainedBuffer(size_t aThreshold, + size_t aBatch, + size_t aStartFrame) + : AnimationFrameBuffer(aBatch, aStartFrame), mThreshold(aThreshold) { + // 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 AnimationFrameRetainedBuffer::InsertInternal(RefPtr<imgFrame>&& aFrame) { + // We should only insert new frames if we actually asked for them. + MOZ_ASSERT(!mSizeKnown); + MOZ_ASSERT(mFrames.Length() < mThreshold); + + ++mSize; + mFrames.AppendElement(std::move(aFrame)); + MOZ_ASSERT(mSize == mFrames.Length()); + return mSize < mThreshold; +} + +bool AnimationFrameRetainedBuffer::ResetInternal() { + // 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 && mSize >= mBatch * 2 + 1) { + 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; +} + +bool AnimationFrameRetainedBuffer::MarkComplete( + const gfx::IntRect& aFirstFrameRefreshArea) { + MOZ_ASSERT(!mSizeKnown); + mSizeKnown = true; + mPending = 0; + mFrames.Compact(); + return false; +} + +void AnimationFrameRetainedBuffer::AdvanceInternal() { + // We should not have advanced if we never inserted. + MOZ_ASSERT(!mFrames.IsEmpty()); + // 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_IF(mGetIndex > 0, mFrames[mGetIndex - 1]); + MOZ_ASSERT_IF(mGetIndex == 0, mFrames[framesLength - 1]); + // The owner should have already accessed the next frame, so it should also + // be available. + MOZ_ASSERT(mFrames[mGetIndex]); + + if (!mSizeKnown) { + // Calculate how many frames we have requested ahead of the current frame. + size_t buffered = mPending + framesLength - 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; + } + } +} + +imgFrame* AnimationFrameRetainedBuffer::Get(size_t aFrame, bool aForDisplay) { + // 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 nullptr; + } + + // If we don't have that frame, return an empty frame ref. + if (aFrame >= mFrames.Length()) { + return nullptr; + } + + // If we have space for the frame, it should always be available. + if (!mFrames[aFrame]) { + MOZ_ASSERT_UNREACHABLE("Calling Get() when frame is unavailable"); + return nullptr; + } + + // 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].get(); +} + +bool AnimationFrameRetainedBuffer::IsFirstFrameFinished() const { + return !mFrames.IsEmpty() && mFrames[0]->IsFinished(); +} + +bool AnimationFrameRetainedBuffer::IsLastInsertedFrame(imgFrame* aFrame) const { + return !mFrames.IsEmpty() && mFrames.LastElement().get() == aFrame; +} + +void AnimationFrameRetainedBuffer::AddSizeOfExcludingThis( + MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) { + size_t i = 0; + for (const RefPtr<imgFrame>& frame : mFrames) { + ++i; + frame->AddSizeOfExcludingThis(aMallocSizeOf, + [&](AddSizeOfCbData& aMetadata) { + aMetadata.mIndex = i; + aCallback(aMetadata); + }); + } +} + +AnimationFrameDiscardingQueue::AnimationFrameDiscardingQueue( + AnimationFrameRetainedBuffer&& aQueue) + : AnimationFrameBuffer(aQueue), + mInsertIndex(aQueue.mFrames.Length()), + mFirstFrame(aQueue.mFrames[0]) { + MOZ_ASSERT(!mSizeKnown); + MOZ_ASSERT(!mRedecodeError); + MOZ_ASSERT(mInsertIndex > 0); + mMayDiscard = true; + + // We avoided moving aQueue.mFrames[0] for mFirstFrame above because it is + // possible the animation was reset back to the beginning, and then we crossed + // the threshold without advancing further. That would mean mGetIndex is 0. + for (size_t i = mGetIndex; i < mInsertIndex; ++i) { + MOZ_ASSERT(aQueue.mFrames[i]); + mDisplay.push_back(std::move(aQueue.mFrames[i])); + } +} + +bool AnimationFrameDiscardingQueue::InsertInternal(RefPtr<imgFrame>&& aFrame) { + if (mInsertIndex == mSize) { + if (mSizeKnown) { + // We produced more frames on a subsequent decode than on the first pass. + mRedecodeError = true; + mPending = 0; + return true; + } + ++mSize; + } + + // Even though we don't use redecoded first frames for display purposes, we + // will still use them for recycling, so we still need to insert it. + mDisplay.push_back(std::move(aFrame)); + ++mInsertIndex; + MOZ_ASSERT(mInsertIndex <= mSize); + return true; +} + +bool AnimationFrameDiscardingQueue::ResetInternal() { + mDisplay.clear(); + mInsertIndex = 0; + + bool restartDecoder = mPending == 0; + mPending = 2 * mBatch; + return restartDecoder; +} + +bool AnimationFrameDiscardingQueue::MarkComplete( + const gfx::IntRect& aFirstFrameRefreshArea) { + if (NS_WARN_IF(mInsertIndex != mSize)) { + 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; + mSizeKnown = true; + + // 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); + return mPending > 0; +} + +void AnimationFrameDiscardingQueue::AdvanceInternal() { + // 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. + // We should never have advanced beyond the frame buffer. + MOZ_ASSERT(mGetIndex < mSize); + + // We should have the current frame still in the display queue. Either way, + // we should at least have an entry in the queue which we need to consume. + MOZ_ASSERT(!mDisplay.empty()); + MOZ_ASSERT(mDisplay.front()); + mDisplay.pop_front(); + MOZ_ASSERT(!mDisplay.empty()); + MOZ_ASSERT(mDisplay.front()); + + if (mDisplay.size() + mPending - 1 < 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; + } +} + +imgFrame* AnimationFrameDiscardingQueue::Get(size_t aFrame, bool aForDisplay) { + // The first frame is stored separately. If we only need the frame for + // display purposes, we can return it right away. If we need it for advancing + // the animation, we want to verify the recreated first frame is available + // before allowing it continue. + if (aForDisplay && aFrame == 0) { + return mFirstFrame.get(); + } + + // If we don't have that frame, return an empty frame ref. + if (aFrame >= mSize) { + return nullptr; + } + + size_t offset; + if (aFrame >= mGetIndex) { + offset = aFrame - mGetIndex; + } else if (!mSizeKnown) { + MOZ_ASSERT_UNREACHABLE("Requesting previous frame after we have advanced!"); + return nullptr; + } else { + offset = mSize - mGetIndex + aFrame; + } + + if (offset >= mDisplay.size()) { + return nullptr; + } + + // 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); + + // If we have space for the frame, it should always be available. + MOZ_ASSERT(mDisplay[offset]); + return mDisplay[offset].get(); +} + +bool AnimationFrameDiscardingQueue::IsFirstFrameFinished() const { + MOZ_ASSERT(mFirstFrame); + MOZ_ASSERT(mFirstFrame->IsFinished()); + return true; +} + +bool AnimationFrameDiscardingQueue::IsLastInsertedFrame( + imgFrame* aFrame) const { + return !mDisplay.empty() && mDisplay.back().get() == aFrame; +} + +void AnimationFrameDiscardingQueue::AddSizeOfExcludingThis( + MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) { + mFirstFrame->AddSizeOfExcludingThis(aMallocSizeOf, + [&](AddSizeOfCbData& aMetadata) { + aMetadata.mIndex = 1; + aCallback(aMetadata); + }); + + size_t i = mGetIndex; + for (const RefPtr<imgFrame>& frame : mDisplay) { + ++i; + if (mSize < i) { + i = 1; + if (mFirstFrame.get() == frame.get()) { + // First frame again, we already covered it above. We can have a + // different frame in the first frame position in the discard queue + // on subsequent passes of the animation. This is useful for recycling. + continue; + } + } + + frame->AddSizeOfExcludingThis(aMallocSizeOf, + [&](AddSizeOfCbData& aMetadata) { + aMetadata.mIndex = i; + aCallback(aMetadata); + }); + } +} + +AnimationFrameRecyclingQueue::AnimationFrameRecyclingQueue( + AnimationFrameRetainedBuffer&& aQueue) + : AnimationFrameDiscardingQueue(std::move(aQueue)), + mForceUseFirstFrameRefreshArea(false) { + // In an ideal world, we would always save the already displayed frames for + // recycling but none of the frames were marked as recyclable. We will incur + // the extra allocation cost for a few more frames. + mRecycling = true; + + // Until we reach the end of the animation, set the first frame refresh area + // to match that of the full area of the first frame. + mFirstFrameRefreshArea = mFirstFrame->GetRect(); +} + +void AnimationFrameRecyclingQueue::AddSizeOfExcludingThis( + MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) { + AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(aMallocSizeOf, + aCallback); + + for (const RecycleEntry& entry : mRecycle) { + if (entry.mFrame) { + entry.mFrame->AddSizeOfExcludingThis( + aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) { + aMetadata.mIndex = 0; // Frame is not applicable + aCallback(aMetadata); + }); + } + } +} + +void AnimationFrameRecyclingQueue::AdvanceInternal() { + // 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. + // We should never have advanced beyond the frame buffer. + MOZ_ASSERT(mGetIndex < mSize); + + MOZ_ASSERT(!mDisplay.empty()); + MOZ_ASSERT(mDisplay.front()); + + // We have advanced past the first frame. That means the next frame we are + // putting in the queue to recycling is the first frame in the animation, + // and we no longer need to worry about having looped around. + if (mGetIndex == 1) { + mForceUseFirstFrameRefreshArea = false; + } + + RefPtr<imgFrame>& front = mDisplay.front(); + RecycleEntry newEntry(mForceUseFirstFrameRefreshArea ? mFirstFrameRefreshArea + : front->GetDirtyRect()); + + // If we are allowed to recycle the frame, then we should save it before the + // base class's AdvanceInternal discards it. + newEntry.mFrame = std::move(front); + + // Even if the frame itself isn't saved, we want the dirty rect to calculate + // the recycle rect for future recycled frames. + mRecycle.push_back(std::move(newEntry)); + mDisplay.pop_front(); + MOZ_ASSERT(!mDisplay.empty()); + MOZ_ASSERT(mDisplay.front()); + + if (mDisplay.size() + mPending - 1 < 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. + // + // We limit the batch to avoid using the frame we just added to the queue. + // This gives other parts of the system time to switch to the new current + // frame, and maximize buffer reuse. In particular this is useful for + // WebRender which holds onto the previous frame for much longer. + size_t newPending = std::min(mPending + mBatch, mRecycle.size() - 1); + if (newPending == 0 && (mDisplay.size() <= 1 || mPending > 0)) { + // If we already have pending frames, then the decoder is active and we + // cannot go below one. If we are displaying the only frame we have, and + // there are none pending, then we must request at least one more frame to + // continue to animation, because we won't advance again without a new + // frame. This may cause us to skip recycling because the previous frame + // is still in use. + newPending = 1; + } + mPending = newPending; + } +} + +bool AnimationFrameRecyclingQueue::ResetInternal() { + // We should save any display frames that we can to save on at least the + // allocation. The first frame refresh area is guaranteed to be the aggregate + // dirty rect or the entire frame, and so the bare minimum area we can + // recycle. We don't need to worry about updating the dirty rect for the + // existing mRecycle entries, because that will happen in RecycleFrame when + // we try to pull out a frame to redecode the first frame. + for (RefPtr<imgFrame>& frame : mDisplay) { + RecycleEntry newEntry(mFirstFrameRefreshArea); + newEntry.mFrame = std::move(frame); + mRecycle.push_back(std::move(newEntry)); + } + + return AnimationFrameDiscardingQueue::ResetInternal(); +} + +RawAccessFrameRef AnimationFrameRecyclingQueue::RecycleFrame( + gfx::IntRect& aRecycleRect) { + if (mInsertIndex == 0) { + // If we are recreating the first frame, then we actually have already + // precomputed aggregate of the dirty rects as the first frame refresh + // area. We know that all of the frames still in the recycling queue + // need to take into account the same dirty rect because they are also + // frames which cross the boundary. + for (RecycleEntry& entry : mRecycle) { + MOZ_ASSERT(mFirstFrameRefreshArea.Contains(entry.mDirtyRect)); + entry.mDirtyRect = mFirstFrameRefreshArea; + } + // Until we advance to the first frame again, any subsequent recycled + // frames should also use the first frame refresh area. + mForceUseFirstFrameRefreshArea = true; + } + + if (mRecycle.empty()) { + return RawAccessFrameRef(); + } + + RawAccessFrameRef recycledFrame; + if (mRecycle.front().mFrame) { + recycledFrame = mRecycle.front().mFrame->RawAccessRef(); + MOZ_ASSERT(recycledFrame); + mRecycle.pop_front(); + + if (mForceUseFirstFrameRefreshArea) { + // We are still crossing the loop boundary and cannot rely upon the dirty + // rects of entries in mDisplay to be representative. E.g. The first frame + // is probably has a full frame dirty rect. + aRecycleRect = mFirstFrameRefreshArea; + } else { + // Calculate the recycle rect for the recycled frame. This is the + // cumulative dirty rect of all of the frames ahead of us to be displayed, + // and to be used for recycling. Or in other words, the dirty rect between + // the recycled frame and the decoded frame which reuses the buffer. + // + // We know at this point that mRecycle contains either frames from the end + // of the animation with the first frame refresh area as the dirty rect + // (plus the first frame likewise) and frames with their actual dirty rect + // from the start. mDisplay should also only contain frames from the start + // of the animation onwards. + aRecycleRect.SetRect(0, 0, 0, 0); + for (const RefPtr<imgFrame>& frame : mDisplay) { + aRecycleRect = aRecycleRect.Union(frame->GetDirtyRect()); + } + for (const RecycleEntry& entry : mRecycle) { + aRecycleRect = aRecycleRect.Union(entry.mDirtyRect); + } + } + } else { + mRecycle.pop_front(); + } + + return recycledFrame; +} + +bool AnimationFrameRecyclingQueue::MarkComplete( + const gfx::IntRect& aFirstFrameRefreshArea) { + bool continueDecoding = + AnimationFrameDiscardingQueue::MarkComplete(aFirstFrameRefreshArea); + + // If we encounter a redecode error, just make the first frame refresh area to + // be the full frame, because we don't really know what we can safely recycle. + mFirstFrameRefreshArea = + mRedecodeError ? mFirstFrame->GetRect() : aFirstFrameRefreshArea; + return continueDecoding; +} + +} // namespace image +} // namespace mozilla |