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diff --git a/image/test/mochitest/test_discardAnimatedImage.html b/image/test/mochitest/test_discardAnimatedImage.html new file mode 100644 index 0000000000..d2aad380e0 --- /dev/null +++ b/image/test/mochitest/test_discardAnimatedImage.html @@ -0,0 +1,218 @@ +<!DOCTYPE HTML> +<html> +<!-- +https://bugzilla.mozilla.org/show_bug.cgi?id=686905 +--> +<head> + <title>Test that animated images can be discarded</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <script src="/tests/SimpleTest/WindowSnapshot.js"></script> + <script type="text/javascript" src="imgutils.js"></script> + <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" /> +</head> +<body> +<a target="_blank" href="https://bugzilla.mozilla.org/show_bug.cgi?id=686905">Mozilla Bug 686905</a> +<p id="display"></p> +<div id="content"> + <div id="container"> + <canvas id="canvas" width="100" height="100"></canvas> + <img id="infinitepng" src="infinite-apng.png"> + <img id="infinitegif" src="animated1.gif"> + <img id="infinitewebp" src="infinite.webp"> + <img id="infiniteavif" src="infinite.avif"> + <img id="finitepng" src="restore-previous.png"> + <img id="finitegif" src="animated-gif.gif"> + <img id="finitewebp" src="keep.webp"> + <img id="finiteavif" src="animated-avif.avif"> + </div> +</div> +<pre id="test"> +<script class="testbody" type="text/javascript"> + +/** Test for Bug 686905. **/ +SimpleTest.waitForExplicitFinish(); + +var gFinished = false; + +var gNumDiscards = 0; + +window.onload = function() { + // Enable discarding for the test. + SpecialPowers.pushPrefEnv({ + 'set':[['image.mem.discardable',true], + ['image.webp.enabled',true], + ['image.avif.sequence.enabled',true]] + }, runTest); +} + +var gImgs = ['infinitepng', 'infinitegif', 'infinitewebp', 'infiniteavif', + 'finitepng', 'finitegif', 'finitewebp', 'finiteavif']; +// If we are currently counting frame updates. +var gCountingFrameUpdates = false; +// The number of frame update notifications for the images in gImgs that happen +// after discarding. (The last two images are finite looping so we don't expect +// them to get incremented but it's possible if they don't finish their +// animation before we discard them.) +var gNumFrameUpdates = [0, 0, 0, 0, 0, 0]; +// The last snapshot of the image. Used to check that the image actually changes. +var gLastSnapShot = [null, null, null, null, null, null]; +// Number of observed changes in the snapshot. +var gNumSnapShotChanges = [0, 0, 0, 0, 0, 0]; +// If we've removed the observer. +var gRemovedObserver = [false, false, false, false, false, false]; + +// 2 would probably be a good enough test, we arbitrarily choose 4. +var kNumFrameUpdatesToExpect = 4; + +function runTest() { + var animatedDiscardable = + SpecialPowers.getBoolPref('image.mem.animated.discardable'); + if (!animatedDiscardable) { + ok(true, "discarding of animated images is disabled, nothing to test"); + SimpleTest.finish(); + return; + } + + setTimeout(step2, 0); +} + +function step2() { + // Draw the images to canvas to force them to be decoded. + for (let i = 0; i < gImgs.length; i++) { + drawCanvas(document.getElementById(gImgs[i])); + } + + for (let i = 0; i < gImgs.length; i++) { + addCallbacks(document.getElementById(gImgs[i]), i); + } + + setTimeout(step3, 0); +} + +function step3() { + document.getElementById("container").style.display = "none"; + document.documentElement.offsetLeft; // force that style to take effect + + for (var i = 0; i < gImgs.length; i++) { + requestDiscard(document.getElementById(gImgs[i])); + } + + // the discard observers will call step4 +} + +function step4() { + gCountingFrameUpdates = true; + document.getElementById("container").style.display = ""; + + // Draw the images to canvas to force them to be decoded again. + for (var i = 0; i < gImgs.length; i++) { + drawCanvas(document.getElementById(gImgs[i])); + } +} + +function checkIfFinished() { + if (gFinished) { + return; + } + + if ((gNumFrameUpdates[0] >= kNumFrameUpdatesToExpect) && + (gNumFrameUpdates[1] >= kNumFrameUpdatesToExpect) && + (gNumFrameUpdates[2] >= kNumFrameUpdatesToExpect) && + (gNumSnapShotChanges[0] >= kNumFrameUpdatesToExpect) && + (gNumSnapShotChanges[1] >= kNumFrameUpdatesToExpect) && + (gNumSnapShotChanges[2] >= kNumFrameUpdatesToExpect)) { + ok(true, "got expected frame updates"); + gFinished = true; + SimpleTest.finish(); + } +} + +// arrayIndex is the index into the arrays gNumFrameUpdates and gNumDecodes +// to increment when a frame update notification is received. +function addCallbacks(anImage, arrayIndex) { + var observer = new ImageDecoderObserverStub(); + observer.discard = function () { + gNumDiscards++; + ok(true, "got image discard"); + if (arrayIndex >= 3) { + // The last two images are finite, so we don't expect any frame updates, + // this image is done the test, so remove the observer. + if (!gRemovedObserver[arrayIndex]) { + gRemovedObserver[arrayIndex] = true; + imgLoadingContent.removeObserver(scriptedObserver); + } + } + if (gNumDiscards == gImgs.length) { + step4(); + } + }; + observer.frameUpdate = function () { + if (!gCountingFrameUpdates) { + return; + } + + // Do this off a setTimeout since nsImageLoadingContent uses a scriptblocker + // when it notifies us and calling drawWindow can call will paint observers + // which can dispatch a scrollport event, and events assert if dispatched + // when there is a scriptblocker. + setTimeout(function () { + gNumFrameUpdates[arrayIndex]++; + + var r = document.getElementById(gImgs[arrayIndex]).getBoundingClientRect(); + var snapshot = snapshotRect(window, r, "rgba(0,0,0,0)"); + if (gLastSnapShot[arrayIndex] != null) { + if (snapshot.toDataURL() != gLastSnapShot[arrayIndex].toDataURL()) { + gNumSnapShotChanges[arrayIndex]++; + } + } + gLastSnapShot[arrayIndex] = snapshot; + + if (gNumFrameUpdates[arrayIndex] >= kNumFrameUpdatesToExpect && + gNumSnapShotChanges[arrayIndex] >= kNumFrameUpdatesToExpect) { + if (!gRemovedObserver[arrayIndex]) { + gRemovedObserver[arrayIndex] = true; + imgLoadingContent.removeObserver(scriptedObserver); + } + } + if (!gFinished) { + // because we do this in a setTimeout we can have several in flight + // so don't call ok if we've already finished. + ok(true, "got frame update"); + } + checkIfFinished(); + }, 0); + }; + observer = SpecialPowers.wrapCallbackObject(observer); + + var scriptedObserver = SpecialPowers.Cc["@mozilla.org/image/tools;1"] + .getService(SpecialPowers.Ci.imgITools) + .createScriptedObserver(observer); + + var imgLoadingContent = SpecialPowers.wrap(anImage); + imgLoadingContent.addObserver(scriptedObserver); +} + +function requestDiscard(anImage) { + var request = SpecialPowers.wrap(anImage) + .getRequest(SpecialPowers.Ci.nsIImageLoadingContent.CURRENT_REQUEST); + setTimeout(() => request.requestDiscard(), 0); +} + +function drawCanvas(anImage) { + var canvas = document.getElementById('canvas'); + var context = canvas.getContext('2d'); + + context.clearRect(0,0,100,100); + var cleared = canvas.toDataURL(); + + context.drawImage(anImage, 0, 0); + ok(true, "we got through the drawImage call without an exception being thrown"); + + ok(cleared != canvas.toDataURL(), "drawImage drew something"); +} + +</script> +</pre> +</body> +</html> + |