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<!DOCTYPE HTML>
<html>
<!--
https://bugzilla.mozilla.org/show_bug.cgi?id=523950
-->
<head>
<title>Test that animated images can discard frames and redecode</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=523950">Mozilla Bug 523950</a>
<p id="display"></p>
<div id="content">
<div id="container">
<canvas id="canvas" width="100" height="100"></canvas>
<img id="rainbow.gif"/>
</div>
</div>
<pre id="test">
<script class="testbody" type="text/javascript">
/** Test for Bug 523950. **/
SimpleTest.waitForExplicitFinish();
var gFinished = false;
var gNumOnloads = 0;
var gNumDiscards = 0;
window.onload = function() {
// Enable minimal frame discard thresholds for the test.
SpecialPowers.pushPrefEnv({
'set':[['image.animated.decode-on-demand.threshold-kb',0],
['image.animated.decode-on-demand.batch-size',1],
['image.mem.discardable',true],
['image.mem.animated.discardable',true]]
}, runTest);
}
var gImgs = ['rainbow.gif'];
// 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];
// The last snapshot of the image. Used to check that the image actually changes.
var gLastSnapShot = [null];
// Number of observed changes in the snapshot.
var gNumSnapShotChanges = [0];
// If we've removed the observer.
var gRemovedObserver = [false];
// rainbow.gif has 9 frames, so we choose arbitrarily 22 to include two loops.
var kNumFrameUpdatesToExpect = 22;
function runTest() {
var thresholdKb =
SpecialPowers.getIntPref('image.animated.decode-on-demand.threshold-kb');
var batchSize =
SpecialPowers.getIntPref('image.animated.decode-on-demand.batch-size');
var discardable =
SpecialPowers.getBoolPref('image.mem.discardable');
var animDiscardable =
SpecialPowers.getBoolPref('image.mem.animated.discardable');
if (thresholdKb > 0 || batchSize > 1 || !discardable || !animDiscardable) {
ok(true, "discarding frames of animated images is disabled, nothing to test");
SimpleTest.finish();
return;
}
setTimeout(step2, 0);
}
function step2() {
// Only set the src after setting the pref.
for (var i = 0; i < gImgs.length; i++) {
var elm = document.getElementById(gImgs[i]);
elm.src = gImgs[i];
elm.onload = checkIfLoaded;
}
}
function step3() {
// 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(step4, 0);
}
function step4() {
ok(true, "now accepting frame updates");
gCountingFrameUpdates = true;
}
function step5() {
ok(true, "discarding images");
document.getElementById("container").style.display = "none";
document.documentElement.offsetLeft; // force that style to take effect
// Reset our state to let us do it all again after discarding.
resetState();
// Draw the images to canvas to force them to be decoded.
for (var i = 0; i < gImgs.length; i++) {
requestDiscard(document.getElementById(gImgs[i]));
}
// the discard observers will call step6
}
function step6() {
// Repeat the cycle now that we discarded everything.
ok(gNumDiscards >= gImgs.length, "discard complete, restarting animations");
document.getElementById("container").style.display = "";
// Draw the images to canvas to force them to be decoded.
for (var i = 0; i < gImgs.length; i++) {
drawCanvas(document.getElementById(gImgs[i]));
}
setTimeout(step4, 0);
}
function checkIfLoaded() {
++gNumOnloads;
if (gNumOnloads != gImgs.length) {
return;
}
ok(true, "got onloads");
setTimeout(step3, 0);
}
function resetState() {
gFinished = false;
gCountingFrameUpdates = false;
for (let i = 0; i < gNumFrameUpdates.length; ++i) {
gNumFrameUpdates[i] = 0;
}
for (let i = 0; i < gNumSnapShotChanges.length; ++i) {
gNumSnapShotChanges[i] = 0;
}
for (let i = 0; i < gLastSnapShot.length; ++i) {
gLastSnapShot[i] = null;
}
}
function checkIfFinished() {
if (gFinished) {
return;
}
for (var i = 0; i < gNumFrameUpdates.length; ++i) {
if (gNumFrameUpdates[i] < kNumFrameUpdatesToExpect ||
gNumSnapShotChanges[i] < kNumFrameUpdatesToExpect) {
return;
}
}
ok(true, "got expected frame updates");
gFinished = true;
if (gNumDiscards == 0) {
// If we haven't discarded any complete images, we should do so, and
// verify the animation again.
setTimeout(step5, 0);
return;
}
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 (gNumDiscards == gImgs.length) {
step6();
}
};
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 &&
gNumDiscards >= gImgs.length) {
if (!gRemovedObserver[arrayIndex]) {
ok(true, "removing observer for " + 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>
|