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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
commit26a029d407be480d791972afb5975cf62c9360a6 (patch)
treef435a8308119effd964b339f76abb83a57c29483 /image/AnimationFrameBuffer.h
parentInitial commit. (diff)
downloadfirefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz
firefox-26a029d407be480d791972afb5975cf62c9360a6.zip
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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1 files changed, 480 insertions, 0 deletions
diff --git a/image/AnimationFrameBuffer.h b/image/AnimationFrameBuffer.h
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+/* -*- 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"
+#include <deque>
+
+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.
+ *
+ * This should be subclassed by the different types of queues, depending on
+ * what behaviour is desired.
+ */
+class AnimationFrameBuffer {
+ public:
+ enum class InsertStatus : uint8_t {
+ YIELD, // No more frames required at this time.
+ CONTINUE, // Continue decoding more frames.
+ DISCARD_YIELD, // Crossed threshold, switch to discarding structure
+ // and stop decoding more frames.
+ DISCARD_CONTINUE // Crossed threshold, switch to discarding structure
+ // and continue decoding more frames.
+ };
+
+ /**
+ * @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.
+ */
+ AnimationFrameBuffer(size_t aBatch, size_t aStartFrame)
+ : mSize(0),
+ mBatch(aBatch),
+ mGetIndex(0),
+ mAdvance(aStartFrame),
+ mPending(0),
+ mSizeKnown(false),
+ mMayDiscard(false),
+ mRedecodeError(false),
+ mRecycling(false) {
+ 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;
+ }
+ }
+
+ AnimationFrameBuffer(const AnimationFrameBuffer& aOther)
+ : mSize(aOther.mSize),
+ mBatch(aOther.mBatch),
+ mGetIndex(aOther.mGetIndex),
+ mAdvance(aOther.mAdvance),
+ mPending(aOther.mPending),
+ mSizeKnown(aOther.mSizeKnown),
+ mMayDiscard(aOther.mMayDiscard),
+ mRedecodeError(aOther.mRedecodeError),
+ mRecycling(aOther.mRecycling) {}
+
+ virtual ~AnimationFrameBuffer() {}
+
+ /**
+ * @returns True if frames post-advance may be discarded and redecoded on
+ * demand, else false.
+ */
+ bool MayDiscard() const { return mMayDiscard; }
+
+ /**
+ * @returns True if frames post-advance may be reused after displaying, else
+ * false. Implies MayDiscard().
+ */
+ bool IsRecycling() const {
+ MOZ_ASSERT_IF(mRecycling, mMayDiscard);
+ return mRecycling;
+ }
+
+ /**
+ * @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 The total number of frames in the animation. If SizeKnown() is
+ * true, then this is a constant, else it is just the total number of
+ * frames we have decoded thus far.
+ */
+ size_t Size() const { return mSize; }
+
+ /**
+ * @returns The first frame refresh area. This is used instead of the dirty
+ * rect for the last frame when transitioning back to the first frame.
+ */
+ const gfx::IntRect& FirstFrameRefreshArea() const {
+ return mFirstFrameRefreshArea;
+ }
+
+ /**
+ * @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; }
+
+ /**
+ * Resets the currently displayed frame of the frame buffer to the beginning.
+ *
+ * @returns True if the caller should restart the decoder.
+ */
+ bool Reset() {
+ mGetIndex = 0;
+ mAdvance = 0;
+ return ResetInternal();
+ }
+
+ /**
+ * 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) {
+ MOZ_ASSERT(mAdvance == 0);
+
+ if (++mGetIndex == mSize && mSizeKnown) {
+ mGetIndex = 0;
+ }
+ MOZ_ASSERT(mGetIndex == aExpectedFrame);
+
+ bool hasPending = mPending > 0;
+ AdvanceInternal();
+ // Restart the decoder if we transitioned from no pending frames being
+ // decoded, to some pending frames to be decoded.
+ return !hasPending && mPending > 0;
+ }
+
+ /**
+ * Inserts a frame into the frame buffer.
+ *
+ * Once we have a sufficient number of frames buffered relative to the
+ * currently displayed frame, it will return YIELD to indicate the caller
+ * should stop decoding. Otherwise it will return CONTINUE.
+ *
+ * If we cross the threshold, it will return DISCARD_YIELD or DISCARD_CONTINUE
+ * to indicate that the caller should switch to a new queue type.
+ *
+ * @param aFrame The frame to insert into the buffer.
+ *
+ * @returns True if the decoder should decode another frame.
+ */
+ InsertStatus Insert(RefPtr<imgFrame>&& aFrame) {
+ MOZ_ASSERT(mPending > 0);
+ MOZ_ASSERT(aFrame);
+
+ --mPending;
+ bool retain = InsertInternal(std::move(aFrame));
+
+ if (mAdvance > 0 && mSize > 1) {
+ --mAdvance;
+ ++mGetIndex;
+ AdvanceInternal();
+ }
+
+ if (!retain) {
+ return mPending > 0 ? InsertStatus::DISCARD_CONTINUE
+ : InsertStatus::DISCARD_YIELD;
+ }
+
+ return mPending > 0 ? InsertStatus::CONTINUE : InsertStatus::YIELD;
+ }
+
+ /**
+ * 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.
+ */
+ virtual imgFrame* Get(size_t aFrame, bool aForDisplay) = 0;
+
+ /**
+ * @returns True if the first frame of the animation (not of the queue) is
+ * available/finished, else false.
+ */
+ virtual bool IsFirstFrameFinished() const = 0;
+
+ /**
+ * @returns True if the last inserted frame matches the given frame, else
+ * false.
+ */
+ virtual bool IsLastInsertedFrame(imgFrame* aFrame) const = 0;
+
+ /**
+ * 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.
+ */
+ virtual bool MarkComplete(const gfx::IntRect& aFirstFrameRefreshArea) = 0;
+
+ typedef ISurfaceProvider::AddSizeOfCbData AddSizeOfCbData;
+ typedef ISurfaceProvider::AddSizeOfCb AddSizeOfCb;
+
+ /**
+ * Accumulate the total cost of all the frames in the buffer.
+ */
+ virtual void AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
+ const AddSizeOfCb& aCallback) = 0;
+
+ /**
+ * Request a recycled frame buffer, and if available, set aRecycleRect to be
+ * the dirty rect between the contents of the recycled frame, and the restore
+ * frame (e.g. what we composite on top of) for the next frame to be created.
+ *
+ * @returns The frame to be recycled, if available.
+ */
+ virtual RawAccessFrameRef RecycleFrame(gfx::IntRect& aRecycleRect) {
+ MOZ_ASSERT(!mRecycling);
+ return RawAccessFrameRef();
+ }
+
+ protected:
+ /**
+ * Perform the actual insertion of the given frame into the underlying buffer
+ * representation. mGetIndex shall be the index of the frame we are inserting,
+ * and mSize and mPending have already been adjusted as needed.
+ *
+ * @returns True if the caller should continue as normal, false if the discard
+ * threshold was crossed and we should change queue types.
+ */
+ virtual bool InsertInternal(RefPtr<imgFrame>&& aFrame) = 0;
+
+ /**
+ * Advance from the current frame to the immediately adjacent next frame.
+ * mGetIndex shall be the the index of the new current frame after advancing.
+ * mPending may be adjusted to request more frames.
+ */
+ virtual void AdvanceInternal() = 0;
+
+ /**
+ * Discard any frames as necessary for the reset. mPending may be adjusted to
+ * request more frames.
+ *
+ * @returns True if the caller should resume decoding new frames, else false.
+ */
+ virtual bool ResetInternal() = 0;
+
+ /// The first frame refresh area. This is used instead of the dirty rect for
+ /// the last frame when transitioning back to the first frame.
+ gfx::IntRect mFirstFrameRefreshArea;
+
+ // The total number of frames in the animation. If mSizeKnown is true, it is
+ // the actual total regardless of how many frames are available, otherwise it
+ // is the total number of inserted frames.
+ size_t mSize;
+
+ // The minimum number of frames that we want buffered ahead of the display.
+ size_t mBatch;
+
+ // The sequential index of the frame we have advanced to.
+ size_t mGetIndex;
+
+ // The number of frames we need to auto-advance to synchronize with the
+ // caller.
+ size_t mAdvance;
+
+ // The number of frames to decode before we stop.
+ size_t mPending;
+
+ // True if the total number of frames for the animation is known.
+ bool mSizeKnown;
+
+ // True if this buffer may discard frames.
+ bool mMayDiscard;
+
+ // True if we encountered an error while redecoding.
+ bool mRedecodeError;
+
+ // True if this buffer is recycling frames.
+ bool mRecycling;
+};
+
+/**
+ * An AnimationFrameRetainedBuffer will retain all of the frames inserted into
+ * it. Once it crosses its maximum number of frames, it will recommend
+ * conversion to a discarding queue.
+ */
+class AnimationFrameRetainedBuffer final : public AnimationFrameBuffer {
+ public:
+ /**
+ * @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 See AnimationFrameBuffer::AnimationFrameBuffer.
+ *
+ * @param aStartFrame See AnimationFrameBuffer::AnimationFrameBuffer.
+ */
+ AnimationFrameRetainedBuffer(size_t aThreshold, size_t aBatch,
+ size_t aCurrentFrame);
+
+ /**
+ * @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. Each element will always
+ * contain a valid frame.
+ */
+ const nsTArray<RefPtr<imgFrame>>& Frames() const { return mFrames; }
+
+ imgFrame* Get(size_t aFrame, bool aForDisplay) override;
+ bool IsFirstFrameFinished() const override;
+ bool IsLastInsertedFrame(imgFrame* aFrame) const override;
+ bool MarkComplete(const gfx::IntRect& aFirstFrameRefreshArea) override;
+ void AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
+ const AddSizeOfCb& aCallback) override;
+
+ private:
+ friend class AnimationFrameDiscardingQueue;
+ friend class AnimationFrameRecyclingQueue;
+
+ bool InsertInternal(RefPtr<imgFrame>&& aFrame) override;
+ void AdvanceInternal() override;
+ bool ResetInternal() override;
+
+ // The frames of this animation, in order.
+ nsTArray<RefPtr<imgFrame>> mFrames;
+
+ // The maximum number of frames we can have before discarding.
+ size_t mThreshold;
+};
+
+/**
+ * An AnimationFrameDiscardingQueue will only retain up to mBatch * 2 frames.
+ * When the animation advances, it will discard the old current frame.
+ */
+class AnimationFrameDiscardingQueue : public AnimationFrameBuffer {
+ public:
+ explicit AnimationFrameDiscardingQueue(AnimationFrameRetainedBuffer&& aQueue);
+
+ imgFrame* Get(size_t aFrame, bool aForDisplay) final;
+ bool IsFirstFrameFinished() const final;
+ bool IsLastInsertedFrame(imgFrame* aFrame) const final;
+ bool MarkComplete(const gfx::IntRect& aFirstFrameRefreshArea) override;
+ void AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
+ const AddSizeOfCb& aCallback) override;
+
+ const std::deque<RefPtr<imgFrame>>& Display() const { return mDisplay; }
+ const imgFrame* FirstFrame() const { return mFirstFrame; }
+ size_t PendingInsert() const { return mInsertIndex; }
+
+ protected:
+ bool InsertInternal(RefPtr<imgFrame>&& aFrame) override;
+ void AdvanceInternal() override;
+ bool ResetInternal() override;
+
+ /// The sequential index of the frame we inserting next.
+ size_t mInsertIndex;
+
+ /// Queue storing frames to be displayed by the animator. The first frame in
+ /// the queue is the currently displayed frame.
+ std::deque<RefPtr<imgFrame>> mDisplay;
+
+ /// The first frame which is never discarded, and preferentially reused.
+ RefPtr<imgFrame> mFirstFrame;
+};
+
+/**
+ * An AnimationFrameRecyclingQueue will only retain up to mBatch * 2 frames.
+ * When the animation advances, it will place the old current frame into a
+ * recycling queue to be reused for a future allocation. This only works for
+ * animated images where we decoded full sized frames into their own buffers,
+ * so that the buffers are all identically sized and contain the complete frame
+ * data.
+ */
+class AnimationFrameRecyclingQueue final
+ : public AnimationFrameDiscardingQueue {
+ public:
+ explicit AnimationFrameRecyclingQueue(AnimationFrameRetainedBuffer&& aQueue);
+
+ void AddSizeOfExcludingThis(MallocSizeOf aMallocSizeOf,
+ const AddSizeOfCb& aCallback) override;
+
+ RawAccessFrameRef RecycleFrame(gfx::IntRect& aRecycleRect) override;
+
+ struct RecycleEntry {
+ explicit RecycleEntry(const gfx::IntRect& aDirtyRect)
+ : mDirtyRect(aDirtyRect) {}
+
+ RecycleEntry(RecycleEntry&& aOther)
+ : mFrame(std::move(aOther.mFrame)), mDirtyRect(aOther.mDirtyRect) {}
+
+ RecycleEntry& operator=(RecycleEntry&& aOther) {
+ mFrame = std::move(aOther.mFrame);
+ mDirtyRect = aOther.mDirtyRect;
+ return *this;
+ }
+
+ RecycleEntry(const RecycleEntry& aOther) = delete;
+ RecycleEntry& operator=(const RecycleEntry& aOther) = delete;
+
+ RefPtr<imgFrame> mFrame; // The frame containing the buffer to recycle.
+ gfx::IntRect mDirtyRect; // The dirty rect of the frame itself.
+ };
+
+ const std::deque<RecycleEntry>& Recycle() const { return mRecycle; }
+
+ protected:
+ void AdvanceInternal() override;
+ bool ResetInternal() override;
+
+ /// Queue storing frames to be recycled by the decoder to produce its future
+ /// frames. May contain up to mBatch frames, where the last frame in the queue
+ /// is adjacent to the first frame in the mDisplay queue.
+ std::deque<RecycleEntry> mRecycle;
+
+ /// Force recycled frames to use the first frame refresh area as their dirty
+ /// rect. This is used when we are recycling frames from the end of an
+ /// animation to produce frames at the beginning of an animation.
+ bool mForceUseFirstFrameRefreshArea;
+};
+
+} // namespace image
+} // namespace mozilla
+
+#endif // mozilla_image_AnimationFrameBuffer_h