diff options
Diffstat (limited to 'image/test/gtest/TestAnimationFrameBuffer.cpp')
-rw-r--r-- | image/test/gtest/TestAnimationFrameBuffer.cpp | 895 |
1 files changed, 895 insertions, 0 deletions
diff --git a/image/test/gtest/TestAnimationFrameBuffer.cpp b/image/test/gtest/TestAnimationFrameBuffer.cpp new file mode 100644 index 0000000000..78186e5066 --- /dev/null +++ b/image/test/gtest/TestAnimationFrameBuffer.cpp @@ -0,0 +1,895 @@ +/* -*- 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 <utility> + +#include "AnimationFrameBuffer.h" +#include "Common.h" +#include "gtest/gtest.h" + +using namespace mozilla; +using namespace mozilla::image; + +static already_AddRefed<imgFrame> CreateEmptyFrame( + const gfx::IntSize& aSize = gfx::IntSize(1, 1), + const gfx::IntRect& aFrameRect = gfx::IntRect(0, 0, 1, 1), + bool aCanRecycle = true) { + RefPtr<imgFrame> frame = new imgFrame(); + AnimationParams animParams{aFrameRect, FrameTimeout::Forever(), + /* aFrameNum */ 1, BlendMethod::OVER, + DisposalMethod::NOT_SPECIFIED}; + nsresult rv = + frame->InitForDecoder(aSize, mozilla::gfx::SurfaceFormat::OS_RGBA, false, + Some(animParams), aCanRecycle); + EXPECT_NS_SUCCEEDED(rv); + RawAccessFrameRef frameRef = frame->RawAccessRef(); + // Normally the blend animation filter would set the dirty rect, but since + // we aren't producing an actual animation here, we need to fake it. + frame->SetDirtyRect(aFrameRect); + frame->Finish(); + return frame.forget(); +} + +static bool ReinitForRecycle(RawAccessFrameRef& aFrame) { + if (!aFrame) { + return false; + } + + AnimationParams animParams{aFrame->GetRect(), FrameTimeout::Forever(), + /* aFrameNum */ 1, BlendMethod::OVER, + DisposalMethod::NOT_SPECIFIED}; + return NS_SUCCEEDED(aFrame->InitForDecoderRecycle(animParams)); +} + +static void PrepareForDiscardingQueue(AnimationFrameRetainedBuffer& aQueue) { + ASSERT_EQ(size_t(0), aQueue.Size()); + ASSERT_LT(size_t(1), aQueue.Batch()); + + AnimationFrameBuffer::InsertStatus status = aQueue.Insert(CreateEmptyFrame()); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + + while (true) { + status = aQueue.Insert(CreateEmptyFrame()); + bool restartDecoder = aQueue.AdvanceTo(aQueue.Size() - 1); + EXPECT_FALSE(restartDecoder); + + if (status == AnimationFrameBuffer::InsertStatus::DISCARD_CONTINUE) { + break; + } + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + } + + EXPECT_EQ(aQueue.Threshold(), aQueue.Size()); +} + +static void VerifyDiscardingQueueContents( + AnimationFrameDiscardingQueue& aQueue) { + auto frames = aQueue.Display(); + for (auto i : frames) { + EXPECT_TRUE(i != nullptr); + } +} + +static void VerifyInsertInternal(AnimationFrameBuffer& aQueue, + imgFrame* aFrame) { + // Determine the frame index where we just inserted the frame. + size_t frameIndex; + if (aQueue.MayDiscard()) { + const AnimationFrameDiscardingQueue& queue = + *static_cast<AnimationFrameDiscardingQueue*>(&aQueue); + frameIndex = queue.PendingInsert() == 0 ? queue.Size() - 1 + : queue.PendingInsert() - 1; + } else { + ASSERT_FALSE(aQueue.SizeKnown()); + frameIndex = aQueue.Size() - 1; + } + + // Make sure we can get the frame from that index. + RefPtr<imgFrame> frame = aQueue.Get(frameIndex, false); + EXPECT_EQ(aFrame, frame.get()); +} + +static void VerifyAdvance(AnimationFrameBuffer& aQueue, size_t aExpectedFrame, + bool aExpectedRestartDecoder) { + RefPtr<imgFrame> oldFrame; + size_t totalRecycled; + if (aQueue.IsRecycling()) { + AnimationFrameRecyclingQueue& queue = + *static_cast<AnimationFrameRecyclingQueue*>(&aQueue); + oldFrame = queue.Get(queue.Displayed(), false); + totalRecycled = queue.Recycle().size(); + } + + bool restartDecoder = aQueue.AdvanceTo(aExpectedFrame); + EXPECT_EQ(aExpectedRestartDecoder, restartDecoder); + + if (aQueue.IsRecycling()) { + const AnimationFrameRecyclingQueue& queue = + *static_cast<AnimationFrameRecyclingQueue*>(&aQueue); + EXPECT_FALSE(queue.Recycle().back().mDirtyRect.IsEmpty()); + EXPECT_TRUE( + queue.Recycle().back().mDirtyRect.Contains(oldFrame->GetDirtyRect())); + EXPECT_EQ(totalRecycled + 1, queue.Recycle().size()); + EXPECT_EQ(oldFrame.get(), queue.Recycle().back().mFrame.get()); + } +} + +static void VerifyInsertAndAdvance( + AnimationFrameBuffer& aQueue, size_t aExpectedFrame, + AnimationFrameBuffer::InsertStatus aExpectedStatus) { + // Insert the decoded frame. + RefPtr<imgFrame> frame = CreateEmptyFrame(); + AnimationFrameBuffer::InsertStatus status = + aQueue.Insert(RefPtr<imgFrame>(frame)); + EXPECT_EQ(aExpectedStatus, status); + EXPECT_TRUE(aQueue.IsLastInsertedFrame(frame)); + VerifyInsertInternal(aQueue, frame); + + // Advance the display frame. + bool expectedRestartDecoder = + aExpectedStatus == AnimationFrameBuffer::InsertStatus::YIELD; + VerifyAdvance(aQueue, aExpectedFrame, expectedRestartDecoder); +} + +static void VerifyMarkComplete( + AnimationFrameBuffer& aQueue, bool aExpectedContinue, + const gfx::IntRect& aRefreshArea = gfx::IntRect(0, 0, 1, 1)) { + if (aQueue.IsRecycling() && !aQueue.SizeKnown()) { + const AnimationFrameRecyclingQueue& queue = + *static_cast<AnimationFrameRecyclingQueue*>(&aQueue); + EXPECT_EQ(queue.FirstFrame()->GetRect(), queue.FirstFrameRefreshArea()); + } + + bool keepDecoding = aQueue.MarkComplete(aRefreshArea); + EXPECT_EQ(aExpectedContinue, keepDecoding); + + if (aQueue.IsRecycling()) { + const AnimationFrameRecyclingQueue& queue = + *static_cast<AnimationFrameRecyclingQueue*>(&aQueue); + EXPECT_EQ(aRefreshArea, queue.FirstFrameRefreshArea()); + } +} + +static void VerifyInsert(AnimationFrameBuffer& aQueue, + AnimationFrameBuffer::InsertStatus aExpectedStatus) { + RefPtr<imgFrame> frame = CreateEmptyFrame(); + AnimationFrameBuffer::InsertStatus status = + aQueue.Insert(RefPtr<imgFrame>(frame)); + EXPECT_EQ(aExpectedStatus, status); + EXPECT_TRUE(aQueue.IsLastInsertedFrame(frame)); + VerifyInsertInternal(aQueue, frame); +} + +static void VerifyReset(AnimationFrameBuffer& aQueue, bool aExpectedContinue, + const imgFrame* aFirstFrame) { + bool keepDecoding = aQueue.Reset(); + EXPECT_EQ(aExpectedContinue, keepDecoding); + EXPECT_EQ(aQueue.Batch() * 2, aQueue.PendingDecode()); + EXPECT_EQ(aFirstFrame, aQueue.Get(0, true)); + + if (!aQueue.MayDiscard()) { + const AnimationFrameRetainedBuffer& queue = + *static_cast<AnimationFrameRetainedBuffer*>(&aQueue); + EXPECT_EQ(aFirstFrame, queue.Frames()[0].get()); + EXPECT_EQ(aFirstFrame, aQueue.Get(0, false)); + } else { + const AnimationFrameDiscardingQueue& queue = + *static_cast<AnimationFrameDiscardingQueue*>(&aQueue); + EXPECT_EQ(size_t(0), queue.PendingInsert()); + EXPECT_EQ(size_t(0), queue.Display().size()); + EXPECT_EQ(aFirstFrame, queue.FirstFrame()); + EXPECT_EQ(nullptr, aQueue.Get(0, false)); + } +} + +class ImageAnimationFrameBuffer : public ::testing::Test { + public: + ImageAnimationFrameBuffer() {} + + private: + AutoInitializeImageLib mInit; +}; + +TEST_F(ImageAnimationFrameBuffer, RetainedInitialState) { + const size_t kThreshold = 800; + const size_t kBatch = 100; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, 0); + + EXPECT_EQ(kThreshold, buffer.Threshold()); + EXPECT_EQ(kBatch, buffer.Batch()); + EXPECT_EQ(size_t(0), buffer.Displayed()); + EXPECT_EQ(kBatch * 2, buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); + EXPECT_FALSE(buffer.MayDiscard()); + EXPECT_FALSE(buffer.SizeKnown()); + EXPECT_EQ(size_t(0), buffer.Size()); +} + +TEST_F(ImageAnimationFrameBuffer, ThresholdTooSmall) { + const size_t kThreshold = 0; + const size_t kBatch = 10; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, 0); + + EXPECT_EQ(kBatch * 2 + 1, buffer.Threshold()); + EXPECT_EQ(kBatch, buffer.Batch()); + EXPECT_EQ(kBatch * 2, buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); +} + +TEST_F(ImageAnimationFrameBuffer, BatchTooSmall) { + const size_t kThreshold = 10; + const size_t kBatch = 0; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, 0); + + EXPECT_EQ(kThreshold, buffer.Threshold()); + EXPECT_EQ(size_t(1), buffer.Batch()); + EXPECT_EQ(size_t(2), buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); +} + +TEST_F(ImageAnimationFrameBuffer, BatchTooBig) { + const size_t kThreshold = 50; + const size_t kBatch = SIZE_MAX; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, 0); + + // The rounding is important here (e.g. SIZE_MAX/4 * 2 != SIZE_MAX/2). + EXPECT_EQ(SIZE_MAX / 4, buffer.Batch()); + EXPECT_EQ(buffer.Batch() * 2 + 1, buffer.Threshold()); + EXPECT_EQ(buffer.Batch() * 2, buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); +} + +TEST_F(ImageAnimationFrameBuffer, FinishUnderBatchAndThreshold) { + const size_t kThreshold = 30; + const size_t kBatch = 10; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, 0); + const auto& frames = buffer.Frames(); + + EXPECT_EQ(kBatch * 2, buffer.PendingDecode()); + + RefPtr<imgFrame> firstFrame; + for (size_t i = 0; i < 5; ++i) { + RefPtr<imgFrame> frame = CreateEmptyFrame(); + auto status = buffer.Insert(RefPtr<imgFrame>(frame)); + EXPECT_EQ(status, AnimationFrameBuffer::InsertStatus::CONTINUE); + EXPECT_FALSE(buffer.SizeKnown()); + EXPECT_EQ(buffer.Size(), i + 1); + + if (i == 4) { + EXPECT_EQ(size_t(15), buffer.PendingDecode()); + bool keepDecoding = buffer.MarkComplete(gfx::IntRect(0, 0, 1, 1)); + EXPECT_FALSE(keepDecoding); + EXPECT_TRUE(buffer.SizeKnown()); + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_FALSE(buffer.HasRedecodeError()); + } + + EXPECT_FALSE(buffer.MayDiscard()); + + imgFrame* gotFrame = buffer.Get(i, false); + EXPECT_EQ(frame.get(), gotFrame); + ASSERT_EQ(i + 1, frames.Length()); + EXPECT_EQ(frame.get(), frames[i].get()); + + if (i == 0) { + firstFrame = std::move(frame); + EXPECT_EQ(size_t(0), buffer.Displayed()); + } else { + EXPECT_EQ(i - 1, buffer.Displayed()); + bool restartDecoder = buffer.AdvanceTo(i); + EXPECT_FALSE(restartDecoder); + EXPECT_EQ(i, buffer.Displayed()); + } + + gotFrame = buffer.Get(0, false); + EXPECT_EQ(firstFrame.get(), gotFrame); + } + + // Loop again over the animation and make sure it is still all there. + for (size_t i = 0; i < frames.Length(); ++i) { + EXPECT_TRUE(buffer.Get(i, false) != nullptr); + + bool restartDecoder = buffer.AdvanceTo(i); + EXPECT_FALSE(restartDecoder); + } +} + +TEST_F(ImageAnimationFrameBuffer, FinishMultipleBatchesUnderThreshold) { + const size_t kThreshold = 30; + const size_t kBatch = 2; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, 0); + const auto& frames = buffer.Frames(); + + EXPECT_EQ(kBatch * 2, buffer.PendingDecode()); + + // Add frames until it tells us to stop. + AnimationFrameBuffer::InsertStatus status; + do { + status = buffer.Insert(CreateEmptyFrame()); + EXPECT_FALSE(buffer.SizeKnown()); + EXPECT_FALSE(buffer.MayDiscard()); + } while (status == AnimationFrameBuffer::InsertStatus::CONTINUE); + + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_EQ(size_t(4), frames.Length()); + EXPECT_EQ(status, AnimationFrameBuffer::InsertStatus::YIELD); + + // Progress through the animation until it lets us decode again. + bool restartDecoder = false; + size_t i = 0; + do { + EXPECT_TRUE(buffer.Get(i, false) != nullptr); + if (i > 0) { + restartDecoder = buffer.AdvanceTo(i); + } + ++i; + } while (!restartDecoder); + + EXPECT_EQ(size_t(2), buffer.PendingDecode()); + EXPECT_EQ(size_t(2), buffer.Displayed()); + + // Add the last frame. + status = buffer.Insert(CreateEmptyFrame()); + EXPECT_EQ(status, AnimationFrameBuffer::InsertStatus::CONTINUE); + bool keepDecoding = buffer.MarkComplete(gfx::IntRect(0, 0, 1, 1)); + EXPECT_FALSE(keepDecoding); + EXPECT_TRUE(buffer.SizeKnown()); + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_EQ(size_t(5), frames.Length()); + EXPECT_FALSE(buffer.HasRedecodeError()); + + // Finish progressing through the animation. + for (; i < frames.Length(); ++i) { + EXPECT_TRUE(buffer.Get(i, false) != nullptr); + restartDecoder = buffer.AdvanceTo(i); + EXPECT_FALSE(restartDecoder); + } + + // Loop again over the animation and make sure it is still all there. + for (i = 0; i < frames.Length(); ++i) { + EXPECT_TRUE(buffer.Get(i, false) != nullptr); + restartDecoder = buffer.AdvanceTo(i); + EXPECT_FALSE(restartDecoder); + } + + // Loop to the third frame and then reset the animation. + for (i = 0; i < 3; ++i) { + EXPECT_TRUE(buffer.Get(i, false) != nullptr); + restartDecoder = buffer.AdvanceTo(i); + EXPECT_FALSE(restartDecoder); + } + + // Since we are below the threshold, we can reset the get index only. + // Nothing else should have changed. + restartDecoder = buffer.Reset(); + EXPECT_FALSE(restartDecoder); + for (i = 0; i < 5; ++i) { + EXPECT_TRUE(buffer.Get(i, false) != nullptr); + } + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); + EXPECT_EQ(size_t(0), buffer.Displayed()); +} + +TEST_F(ImageAnimationFrameBuffer, StartAfterBeginning) { + const size_t kThreshold = 30; + const size_t kBatch = 2; + const size_t kStartFrame = 7; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, kStartFrame); + + EXPECT_EQ(kStartFrame, buffer.PendingAdvance()); + + // Add frames until it tells us to stop. It should be later than before, + // because it auto-advances until its displayed frame is kStartFrame. + AnimationFrameBuffer::InsertStatus status; + size_t i = 0; + do { + status = buffer.Insert(CreateEmptyFrame()); + EXPECT_FALSE(buffer.SizeKnown()); + EXPECT_FALSE(buffer.MayDiscard()); + + if (i <= kStartFrame) { + EXPECT_EQ(i, buffer.Displayed()); + EXPECT_EQ(kStartFrame - i, buffer.PendingAdvance()); + } else { + EXPECT_EQ(kStartFrame, buffer.Displayed()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); + } + + i++; + } while (status == AnimationFrameBuffer::InsertStatus::CONTINUE); + + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); + EXPECT_EQ(size_t(10), buffer.Size()); +} + +TEST_F(ImageAnimationFrameBuffer, StartAfterBeginningAndReset) { + const size_t kThreshold = 30; + const size_t kBatch = 2; + const size_t kStartFrame = 7; + AnimationFrameRetainedBuffer buffer(kThreshold, kBatch, kStartFrame); + + EXPECT_EQ(kStartFrame, buffer.PendingAdvance()); + + // Add frames until it tells us to stop. It should be later than before, + // because it auto-advances until its displayed frame is kStartFrame. + for (size_t i = 0; i < 5; ++i) { + AnimationFrameBuffer::InsertStatus status = + buffer.Insert(CreateEmptyFrame()); + EXPECT_EQ(status, AnimationFrameBuffer::InsertStatus::CONTINUE); + EXPECT_FALSE(buffer.SizeKnown()); + EXPECT_FALSE(buffer.MayDiscard()); + EXPECT_EQ(i, buffer.Displayed()); + EXPECT_EQ(kStartFrame - i, buffer.PendingAdvance()); + } + + // When we reset the animation, it goes back to the beginning. That means + // we can forget about what we were told to advance to at the start. While + // we have plenty of frames in our buffer, we still need one more because + // in the real scenario, the decoder thread is still running and it is easier + // to let it insert its last frame than to coordinate quitting earlier. + buffer.Reset(); + EXPECT_EQ(size_t(0), buffer.Displayed()); + EXPECT_EQ(size_t(1), buffer.PendingDecode()); + EXPECT_EQ(size_t(0), buffer.PendingAdvance()); + EXPECT_EQ(size_t(5), buffer.Size()); +} + +static void TestDiscardingQueueLoop(AnimationFrameDiscardingQueue& aQueue, + const imgFrame* aFirstFrame, + size_t aThreshold, size_t aBatch, + size_t aStartFrame) { + // We should be advanced right up to the last decoded frame. + EXPECT_TRUE(aQueue.MayDiscard()); + EXPECT_FALSE(aQueue.SizeKnown()); + EXPECT_EQ(aBatch, aQueue.Batch()); + EXPECT_EQ(aThreshold, aQueue.PendingInsert()); + EXPECT_EQ(aThreshold, aQueue.Size()); + EXPECT_EQ(aFirstFrame, aQueue.FirstFrame()); + EXPECT_EQ(size_t(1), aQueue.Display().size()); + EXPECT_EQ(size_t(3), aQueue.PendingDecode()); + VerifyDiscardingQueueContents(aQueue); + + // Make sure frames get removed as we advance. + VerifyInsertAndAdvance(aQueue, 5, + AnimationFrameBuffer::InsertStatus::CONTINUE); + EXPECT_EQ(size_t(1), aQueue.Display().size()); + VerifyInsertAndAdvance(aQueue, 6, + AnimationFrameBuffer::InsertStatus::CONTINUE); + EXPECT_EQ(size_t(1), aQueue.Display().size()); + + // We actually will yield if we are recycling instead of continuing because + // the pending calculation is slightly different. We will actually request one + // less frame than we have to recycle. + if (aQueue.IsRecycling()) { + VerifyInsertAndAdvance(aQueue, 7, + AnimationFrameBuffer::InsertStatus::YIELD); + } else { + VerifyInsertAndAdvance(aQueue, 7, + AnimationFrameBuffer::InsertStatus::CONTINUE); + } + EXPECT_EQ(size_t(1), aQueue.Display().size()); + + // We should get throttled if we insert too much. + VerifyInsert(aQueue, AnimationFrameBuffer::InsertStatus::CONTINUE); + EXPECT_EQ(size_t(2), aQueue.Display().size()); + EXPECT_EQ(size_t(1), aQueue.PendingDecode()); + VerifyInsert(aQueue, AnimationFrameBuffer::InsertStatus::YIELD); + EXPECT_EQ(size_t(3), aQueue.Display().size()); + EXPECT_EQ(size_t(0), aQueue.PendingDecode()); + + // We should get restarted if we advance. + VerifyAdvance(aQueue, 8, true); + EXPECT_EQ(size_t(2), aQueue.PendingDecode()); + VerifyAdvance(aQueue, 9, false); + EXPECT_EQ(size_t(2), aQueue.PendingDecode()); + + // We should continue decoding if we completed, since we are discarding. + VerifyMarkComplete(aQueue, true); + EXPECT_EQ(size_t(2), aQueue.PendingDecode()); + EXPECT_EQ(size_t(10), aQueue.Size()); + EXPECT_TRUE(aQueue.SizeKnown()); + EXPECT_FALSE(aQueue.HasRedecodeError()); + + // Insert the first frames of the animation. + VerifyInsert(aQueue, AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsert(aQueue, AnimationFrameBuffer::InsertStatus::YIELD); + EXPECT_EQ(size_t(0), aQueue.PendingDecode()); + EXPECT_EQ(size_t(10), aQueue.Size()); + + // Advance back at the beginning. The first frame should only match for + // display purposes. + VerifyAdvance(aQueue, 0, true); + EXPECT_EQ(size_t(2), aQueue.PendingDecode()); + EXPECT_TRUE(aQueue.FirstFrame() != nullptr); + EXPECT_TRUE(aQueue.Get(0, false) != nullptr); + EXPECT_NE(aQueue.FirstFrame(), aQueue.Get(0, false)); + EXPECT_EQ(aQueue.FirstFrame(), aQueue.Get(0, true)); + + // Reiterate one more time and make it loops back. + VerifyInsertAndAdvance(aQueue, 1, + AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(aQueue, 2, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(aQueue, 3, + AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(aQueue, 4, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(aQueue, 5, + AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(aQueue, 6, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(aQueue, 7, + AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(aQueue, 8, AnimationFrameBuffer::InsertStatus::YIELD); + + EXPECT_EQ(size_t(10), aQueue.PendingInsert()); + VerifyMarkComplete(aQueue, true); + EXPECT_EQ(size_t(0), aQueue.PendingInsert()); + + VerifyInsertAndAdvance(aQueue, 9, + AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(aQueue, 0, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(aQueue, 1, + AnimationFrameBuffer::InsertStatus::CONTINUE); +} + +TEST_F(ImageAnimationFrameBuffer, DiscardingLoop) { + const size_t kThreshold = 5; + const size_t kBatch = 2; + const size_t kStartFrame = 0; + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + PrepareForDiscardingQueue(retained); + const imgFrame* firstFrame = retained.Frames()[0].get(); + AnimationFrameDiscardingQueue buffer(std::move(retained)); + TestDiscardingQueueLoop(buffer, firstFrame, kThreshold, kBatch, kStartFrame); +} + +TEST_F(ImageAnimationFrameBuffer, RecyclingLoop) { + const size_t kThreshold = 5; + const size_t kBatch = 2; + const size_t kStartFrame = 0; + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + PrepareForDiscardingQueue(retained); + const imgFrame* firstFrame = retained.Frames()[0].get(); + AnimationFrameRecyclingQueue buffer(std::move(retained)); + + // We should not start with any recycled frames. + ASSERT_TRUE(buffer.Recycle().empty()); + + TestDiscardingQueueLoop(buffer, firstFrame, kThreshold, kBatch, kStartFrame); + + // All the frames we inserted should have been recycleable. + ASSERT_FALSE(buffer.Recycle().empty()); + while (!buffer.Recycle().empty()) { + gfx::IntRect expectedRect(0, 0, 1, 1); + RefPtr<imgFrame> expectedFrame = buffer.Recycle().front().mFrame; + EXPECT_FALSE(expectedRect.IsEmpty()); + EXPECT_TRUE(expectedFrame.get() != nullptr); + + gfx::IntRect gotRect; + RawAccessFrameRef gotFrame = buffer.RecycleFrame(gotRect); + EXPECT_EQ(expectedFrame.get(), gotFrame.get()); + EXPECT_EQ(expectedRect, gotRect); + EXPECT_TRUE(ReinitForRecycle(gotFrame)); + } + + // Trying to pull a recycled frame when we have nothing should be safe too. + gfx::IntRect gotRect; + RawAccessFrameRef gotFrame = buffer.RecycleFrame(gotRect); + EXPECT_TRUE(gotFrame.get() == nullptr); + EXPECT_FALSE(ReinitForRecycle(gotFrame)); +} + +static void TestDiscardingQueueReset(AnimationFrameDiscardingQueue& aQueue, + const imgFrame* aFirstFrame, + size_t aThreshold, size_t aBatch, + size_t aStartFrame) { + // We should be advanced right up to the last decoded frame. + EXPECT_TRUE(aQueue.MayDiscard()); + EXPECT_FALSE(aQueue.SizeKnown()); + EXPECT_EQ(aBatch, aQueue.Batch()); + EXPECT_EQ(aThreshold, aQueue.PendingInsert()); + EXPECT_EQ(aThreshold, aQueue.Size()); + EXPECT_EQ(aFirstFrame, aQueue.FirstFrame()); + EXPECT_EQ(size_t(1), aQueue.Display().size()); + EXPECT_EQ(size_t(4), aQueue.PendingDecode()); + VerifyDiscardingQueueContents(aQueue); + + // Reset should clear everything except the first frame. + VerifyReset(aQueue, false, aFirstFrame); +} + +TEST_F(ImageAnimationFrameBuffer, DiscardingReset) { + const size_t kThreshold = 8; + const size_t kBatch = 3; + const size_t kStartFrame = 0; + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + PrepareForDiscardingQueue(retained); + const imgFrame* firstFrame = retained.Frames()[0].get(); + AnimationFrameDiscardingQueue buffer(std::move(retained)); + TestDiscardingQueueReset(buffer, firstFrame, kThreshold, kBatch, kStartFrame); +} + +TEST_F(ImageAnimationFrameBuffer, ResetBeforeDiscardingThreshold) { + const size_t kThreshold = 3; + const size_t kBatch = 1; + const size_t kStartFrame = 0; + + // Get the starting buffer to just before the point where we need to switch + // to a discarding buffer, reset the animation so advancing points at the + // first frame, and insert the last frame to cross the threshold. + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + VerifyInsert(retained, AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(retained, 1, + AnimationFrameBuffer::InsertStatus::YIELD); + bool restartDecoder = retained.Reset(); + EXPECT_FALSE(restartDecoder); + VerifyInsert(retained, AnimationFrameBuffer::InsertStatus::DISCARD_YIELD); + + const imgFrame* firstFrame = retained.Frames()[0].get(); + EXPECT_TRUE(firstFrame != nullptr); + AnimationFrameDiscardingQueue buffer(std::move(retained)); + const imgFrame* displayFirstFrame = buffer.Get(0, true); + const imgFrame* advanceFirstFrame = buffer.Get(0, false); + EXPECT_EQ(firstFrame, displayFirstFrame); + EXPECT_EQ(firstFrame, advanceFirstFrame); +} + +TEST_F(ImageAnimationFrameBuffer, DiscardingTooFewFrames) { + const size_t kThreshold = 3; + const size_t kBatch = 1; + const size_t kStartFrame = 0; + + // First get us to a discarding buffer state. + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + VerifyInsert(retained, AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(retained, 1, + AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsert(retained, AnimationFrameBuffer::InsertStatus::DISCARD_YIELD); + + // Insert one more frame. + AnimationFrameDiscardingQueue buffer(std::move(retained)); + VerifyAdvance(buffer, 2, true); + VerifyInsert(buffer, AnimationFrameBuffer::InsertStatus::YIELD); + + // Mark it as complete. + bool restartDecoder = buffer.MarkComplete(gfx::IntRect(0, 0, 1, 1)); + EXPECT_FALSE(restartDecoder); + EXPECT_FALSE(buffer.HasRedecodeError()); + + // Insert one fewer frame than before. + VerifyAdvance(buffer, 3, true); + VerifyInsertAndAdvance(buffer, 0, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(buffer, 1, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(buffer, 2, AnimationFrameBuffer::InsertStatus::YIELD); + + // When we mark it as complete, it should fail due to too few frames. + restartDecoder = buffer.MarkComplete(gfx::IntRect(0, 0, 1, 1)); + EXPECT_TRUE(buffer.HasRedecodeError()); + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_EQ(size_t(4), buffer.Size()); +} + +TEST_F(ImageAnimationFrameBuffer, DiscardingTooManyFrames) { + const size_t kThreshold = 3; + const size_t kBatch = 1; + const size_t kStartFrame = 0; + + // First get us to a discarding buffer state. + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + VerifyInsert(retained, AnimationFrameBuffer::InsertStatus::CONTINUE); + VerifyInsertAndAdvance(retained, 1, + AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsert(retained, AnimationFrameBuffer::InsertStatus::DISCARD_YIELD); + + // Insert one more frame. + AnimationFrameDiscardingQueue buffer(std::move(retained)); + VerifyAdvance(buffer, 2, true); + VerifyInsert(buffer, AnimationFrameBuffer::InsertStatus::YIELD); + + // Mark it as complete. + bool restartDecoder = buffer.MarkComplete(gfx::IntRect(0, 0, 1, 1)); + EXPECT_FALSE(restartDecoder); + EXPECT_FALSE(buffer.HasRedecodeError()); + + // Advance and insert to get us back to the end on the redecode. + VerifyAdvance(buffer, 3, true); + VerifyInsertAndAdvance(buffer, 0, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(buffer, 1, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(buffer, 2, AnimationFrameBuffer::InsertStatus::YIELD); + VerifyInsertAndAdvance(buffer, 3, AnimationFrameBuffer::InsertStatus::YIELD); + + // Attempt to insert a 5th frame, it should fail. + RefPtr<imgFrame> frame = CreateEmptyFrame(); + AnimationFrameBuffer::InsertStatus status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + EXPECT_TRUE(buffer.HasRedecodeError()); + EXPECT_EQ(size_t(0), buffer.PendingDecode()); + EXPECT_EQ(size_t(4), buffer.Size()); +} + +TEST_F(ImageAnimationFrameBuffer, RecyclingReset) { + const size_t kThreshold = 8; + const size_t kBatch = 3; + const size_t kStartFrame = 0; + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + PrepareForDiscardingQueue(retained); + const imgFrame* firstFrame = retained.Frames()[0].get(); + AnimationFrameRecyclingQueue buffer(std::move(retained)); + TestDiscardingQueueReset(buffer, firstFrame, kThreshold, kBatch, kStartFrame); +} + +TEST_F(ImageAnimationFrameBuffer, RecyclingResetBeforeComplete) { + const size_t kThreshold = 3; + const size_t kBatch = 1; + const size_t kStartFrame = 0; + const gfx::IntSize kImageSize(100, 100); + const gfx::IntRect kImageRect(gfx::IntPoint(0, 0), kImageSize); + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + + // Get the starting buffer to just before the point where we need to switch + // to a discarding buffer, reset the animation so advancing points at the + // first frame, and insert the last frame to cross the threshold. + RefPtr<imgFrame> frame; + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + AnimationFrameBuffer::InsertStatus status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + + frame = CreateEmptyFrame( + kImageSize, gfx::IntRect(gfx::IntPoint(10, 10), gfx::IntSize(1, 1)), + false); + status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + VerifyAdvance(retained, 1, true); + + frame = CreateEmptyFrame( + kImageSize, gfx::IntRect(gfx::IntPoint(20, 10), gfx::IntSize(1, 1)), + false); + status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::DISCARD_YIELD, status); + + AnimationFrameRecyclingQueue buffer(std::move(retained)); + bool restartDecoding = buffer.Reset(); + EXPECT_TRUE(restartDecoding); + + // None of the buffers were recyclable. + EXPECT_FALSE(buffer.Recycle().empty()); + while (!buffer.Recycle().empty()) { + gfx::IntRect recycleRect; + RawAccessFrameRef frameRef = buffer.RecycleFrame(recycleRect); + EXPECT_TRUE(frameRef); + EXPECT_FALSE(ReinitForRecycle(frameRef)); + } + + // Reinsert the first two frames as recyclable and reset again. + frame = CreateEmptyFrame(kImageSize, kImageRect, true); + status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + + frame = CreateEmptyFrame( + kImageSize, gfx::IntRect(gfx::IntPoint(10, 10), gfx::IntSize(1, 1)), + true); + status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + restartDecoding = buffer.Reset(); + EXPECT_TRUE(restartDecoding); + + // Now both buffers should have been saved and the dirty rect replaced with + // the full image rect since we don't know the first frame refresh area yet. + EXPECT_EQ(size_t(2), buffer.Recycle().size()); + for (const auto& entry : buffer.Recycle()) { + EXPECT_EQ(kImageRect, entry.mDirtyRect); + } +} + +TEST_F(ImageAnimationFrameBuffer, RecyclingRect) { + const size_t kThreshold = 5; + const size_t kBatch = 2; + const size_t kStartFrame = 0; + const gfx::IntSize kImageSize(100, 100); + const gfx::IntRect kImageRect(gfx::IntPoint(0, 0), kImageSize); + AnimationFrameRetainedBuffer retained(kThreshold, kBatch, kStartFrame); + + // Let's get to the recycling state while marking all of the frames as not + // recyclable, just like AnimationFrameBuffer / the decoders would do. + RefPtr<imgFrame> frame; + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + AnimationFrameBuffer::InsertStatus status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::CONTINUE, status); + + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + VerifyAdvance(retained, 1, false); + VerifyAdvance(retained, 2, true); + VerifyAdvance(retained, 3, false); + + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + status = retained.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::DISCARD_CONTINUE, status); + + AnimationFrameRecyclingQueue buffer(std::move(retained)); + + // The first frame is now the candidate for recycling. Since it was marked as + // not recyclable, we should get nothing. + VerifyAdvance(buffer, 4, false); + + gfx::IntRect recycleRect; + EXPECT_FALSE(buffer.Recycle().empty()); + RawAccessFrameRef frameRef = buffer.RecycleFrame(recycleRect); + EXPECT_TRUE(frameRef); + EXPECT_FALSE(ReinitForRecycle(frameRef)); + EXPECT_TRUE(buffer.Recycle().empty()); + + // Insert a recyclable partial frame. Its dirty rect shouldn't matter since + // the previous frame was not recyclable. + frame = CreateEmptyFrame(kImageSize, gfx::IntRect(0, 0, 25, 25)); + status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + VerifyAdvance(buffer, 5, true); + EXPECT_FALSE(buffer.Recycle().empty()); + frameRef = buffer.RecycleFrame(recycleRect); + EXPECT_TRUE(frameRef); + EXPECT_FALSE(ReinitForRecycle(frameRef)); + EXPECT_TRUE(buffer.Recycle().empty()); + + // Insert a recyclable partial frame. Its dirty rect should match the recycle + // rect since it is the only frame in the buffer. + frame = CreateEmptyFrame(kImageSize, gfx::IntRect(25, 0, 50, 50)); + status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + VerifyAdvance(buffer, 6, true); + EXPECT_FALSE(buffer.Recycle().empty()); + frameRef = buffer.RecycleFrame(recycleRect); + EXPECT_TRUE(frameRef); + EXPECT_TRUE(ReinitForRecycle(frameRef)); + EXPECT_EQ(gfx::IntRect(25, 0, 50, 50), recycleRect); + EXPECT_TRUE(buffer.Recycle().empty()); + + // Insert the last frame and mark us as complete. The next recycled frame is + // producing the first frame again, so we should use the first frame refresh + // area instead of its dirty rect. + frame = CreateEmptyFrame(kImageSize, gfx::IntRect(10, 10, 60, 10)); + status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + bool continueDecoding = buffer.MarkComplete(gfx::IntRect(0, 0, 75, 50)); + EXPECT_FALSE(continueDecoding); + + VerifyAdvance(buffer, 7, true); + EXPECT_FALSE(buffer.Recycle().empty()); + frameRef = buffer.RecycleFrame(recycleRect); + EXPECT_TRUE(frameRef); + EXPECT_TRUE(ReinitForRecycle(frameRef)); + EXPECT_EQ(gfx::IntRect(0, 0, 75, 50), recycleRect); + EXPECT_TRUE(buffer.Recycle().empty()); + + // Now let's reinsert the first frame. The recycle rect should still be the + // first frame refresh area instead of the dirty rect of the first frame (e.g. + // the full frame). + frame = CreateEmptyFrame(kImageSize, kImageRect, false); + status = buffer.Insert(std::move(frame)); + EXPECT_EQ(AnimationFrameBuffer::InsertStatus::YIELD, status); + + VerifyAdvance(buffer, 0, true); + EXPECT_FALSE(buffer.Recycle().empty()); + frameRef = buffer.RecycleFrame(recycleRect); + EXPECT_TRUE(frameRef); + EXPECT_TRUE(ReinitForRecycle(frameRef)); + EXPECT_EQ(gfx::IntRect(0, 0, 75, 50), recycleRect); + EXPECT_TRUE(buffer.Recycle().empty()); +} |