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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_FrameAnimator_h
#define mozilla_image_FrameAnimator_h
#include "mozilla/Maybe.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/TimeStamp.h"
#include "gfxTypes.h"
#include "imgFrame.h"
#include "nsCOMPtr.h"
#include "nsRect.h"
#include "SurfaceCache.h"
#include "gfxPrefs.h"
namespace mozilla {
namespace image {
class RasterImage;
class DrawableSurface;
class AnimationState
{
public:
explicit AnimationState(uint16_t aAnimationMode)
: mFrameCount(0)
, mCurrentAnimationFrameIndex(0)
, mLoopRemainingCount(-1)
, mLoopCount(-1)
, mFirstFrameTimeout(FrameTimeout::FromRawMilliseconds(0))
, mAnimationMode(aAnimationMode)
, mHasBeenDecoded(false)
, mIsCurrentlyDecoded(false)
, mCompositedFrameInvalid(false)
, mCompositedFrameRequested(false)
, mDiscarded(false)
{ }
/**
* Call this whenever a decode completes, a decode starts, or the image is
* discarded. It will update the internal state. Specifically mDiscarded,
* mCompositedFrameInvalid, and mIsCurrentlyDecoded.
*/
void UpdateState(bool aAnimationFinished,
RasterImage *aImage,
const gfx::IntSize& aSize);
private:
void UpdateStateInternal(LookupResult& aResult,
bool aAnimationFinished);
public:
/**
* Call when a decode of this image has been completed.
*/
void NotifyDecodeComplete();
/**
* Returns true if this image has been fully decoded before.
*/
bool GetHasBeenDecoded() { return mHasBeenDecoded; }
/**
* Returns true if this image has been discarded and a decoded has not yet
* been created to redecode it.
*/
bool IsDiscarded() { return mDiscarded; }
/**
* Sets the composited frame as valid or invalid.
*/
void SetCompositedFrameInvalid(bool aInvalid) {
MOZ_ASSERT(!aInvalid || gfxPrefs::ImageMemAnimatedDiscardable());
mCompositedFrameInvalid = aInvalid;
}
/**
* Returns whether the composited frame is valid to draw to the screen.
*/
bool GetCompositedFrameInvalid() {
return mCompositedFrameInvalid;
}
/**
* Returns whether the image is currently full decoded..
*/
bool GetIsCurrentlyDecoded() {
return mIsCurrentlyDecoded;
}
/**
* Call when you need to re-start animating. Ensures we start from the first
* frame.
*/
void ResetAnimation();
/**
* The animation mode of the image.
*
* Constants defined in imgIContainer.idl.
*/
void SetAnimationMode(uint16_t aAnimationMode);
/// Update the number of frames of animation this image is known to have.
void UpdateKnownFrameCount(uint32_t aFrameCount);
/// @return the number of frames of animation we know about so far.
uint32_t KnownFrameCount() const { return mFrameCount; }
/// @return the number of frames this animation has, if we know for sure.
/// (In other words, if decoding is finished.) Otherwise, returns Nothing().
Maybe<uint32_t> FrameCount() const;
/**
* Get or set the area of the image to invalidate when we loop around to the
* first frame.
*/
void SetFirstFrameRefreshArea(const gfx::IntRect& aRefreshArea);
gfx::IntRect FirstFrameRefreshArea() const { return mFirstFrameRefreshArea; }
/**
* If the animation frame time has not yet been set, set it to
* TimeStamp::Now().
*/
void InitAnimationFrameTimeIfNecessary();
/**
* Set the animation frame time to @aTime.
*/
void SetAnimationFrameTime(const TimeStamp& aTime);
/**
* Set the animation frame time to @aTime if we are configured to stop the
* animation when not visible and aTime is later than the current time.
* Returns true if the time was updated, else false.
*/
bool MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime);
/**
* The current frame we're on, from 0 to (numFrames - 1).
*/
uint32_t GetCurrentAnimationFrameIndex() const;
/*
* Set number of times to loop the image.
* @note -1 means loop forever.
*/
void SetLoopCount(int32_t aLoopCount) { mLoopCount = aLoopCount; }
int32_t LoopCount() const { return mLoopCount; }
/// Set the @aLength of a single loop through this image.
void SetLoopLength(FrameTimeout aLength) { mLoopLength = Some(aLength); }
/**
* @return the length of a single loop of this image. If this image is not
* finished decoding, is not animated, or it is animated but does not loop,
* returns FrameTimeout::Forever().
*/
FrameTimeout LoopLength() const;
/*
* Get or set the timeout for the first frame. This is used to allow animation
* scheduling even before a full decode runs for this image.
*/
void SetFirstFrameTimeout(FrameTimeout aTimeout) { mFirstFrameTimeout = aTimeout; }
FrameTimeout FirstFrameTimeout() const { return mFirstFrameTimeout; }
private:
friend class FrameAnimator;
//! Area of the first frame that needs to be redrawn on subsequent loops.
gfx::IntRect mFirstFrameRefreshArea;
//! the time that the animation advanced to the current frame
TimeStamp mCurrentAnimationFrameTime;
//! The number of frames of animation this image has.
uint32_t mFrameCount;
//! The current frame index we're on, in the range [0, mFrameCount).
uint32_t mCurrentAnimationFrameIndex;
//! number of loops remaining before animation stops (-1 no stop)
int32_t mLoopRemainingCount;
//! The total number of loops for the image.
int32_t mLoopCount;
//! The length of a single loop through this image.
Maybe<FrameTimeout> mLoopLength;
//! The timeout for the first frame of this image.
FrameTimeout mFirstFrameTimeout;
//! The animation mode of this image. Constants defined in imgIContainer.
uint16_t mAnimationMode;
/**
* The following four bools (mHasBeenDecoded, mIsCurrentlyDecoded,
* mCompositedFrameInvalid, mDiscarded) track the state of the image with
* regards to decoding. They all start out false, including mDiscarded,
* because we want to treat being discarded differently from "not yet decoded
* for the first time".
*
* (When we are decoding the image for the first time we want to show the
* image at the speed of data coming in from the network or the speed
* specified in the image file, whichever is slower. But when redecoding we
* want to show nothing until the frame for the current time has been
* decoded. The prevents the user from seeing the image "fast forward"
* to the expected spot.)
*
* When the image is decoded for the first time mHasBeenDecoded and
* mIsCurrentlyDecoded get set to true. When the image is discarded
* mIsCurrentlyDecoded gets set to false, and mCompositedFrameInvalid
* & mDiscarded get set to true. When we create a decoder to redecode the
* image mDiscarded gets set to false. mCompositedFrameInvalid gets set to
* false when we are able to advance to the frame that should be showing
* for the current time. mIsCurrentlyDecoded gets set to true when the
* redecode finishes.
*/
//! Whether this image has been decoded at least once.
bool mHasBeenDecoded;
//! Whether this image is currently fully decoded.
bool mIsCurrentlyDecoded;
//! Whether the composited frame is valid to draw to the screen, note that
//! the composited frame can exist and be filled with image data but not
//! valid to draw to the screen.
bool mCompositedFrameInvalid;
//! Whether the composited frame was requested from the animator since the
//! last time we advanced the animation.
bool mCompositedFrameRequested;
//! Whether this image is currently discarded. Only set to true after the
//! image has been decoded at least once.
bool mDiscarded;
};
/**
* RefreshResult is used to let callers know how the state of the animation
* changed during a call to FrameAnimator::RequestRefresh().
*/
struct RefreshResult
{
RefreshResult()
: mFrameAdvanced(false)
, mAnimationFinished(false)
{ }
/// Merges another RefreshResult's changes into this RefreshResult.
void Accumulate(const RefreshResult& aOther)
{
mFrameAdvanced = mFrameAdvanced || aOther.mFrameAdvanced;
mAnimationFinished = mAnimationFinished || aOther.mAnimationFinished;
mDirtyRect = mDirtyRect.Union(aOther.mDirtyRect);
}
// The region of the image that has changed.
gfx::IntRect mDirtyRect;
// If true, we changed frames at least once. Note that, due to looping, we
// could still have ended up on the same frame!
bool mFrameAdvanced : 1;
// Whether the animation has finished playing.
bool mAnimationFinished : 1;
};
class FrameAnimator
{
public:
FrameAnimator(RasterImage* aImage, const gfx::IntSize& aSize)
: mImage(aImage)
, mSize(aSize)
, mLastCompositedFrameIndex(-1)
{
MOZ_COUNT_CTOR(FrameAnimator);
}
~FrameAnimator()
{
MOZ_COUNT_DTOR(FrameAnimator);
}
/**
* Call when you need to re-start animating. Ensures we start from the first
* frame.
*/
void ResetAnimation(AnimationState& aState);
/**
* Re-evaluate what frame we're supposed to be on, and do whatever blending
* is necessary to get us to that frame.
*
* Returns the result of that blending, including whether the current frame
* changed and what the resulting dirty rectangle is.
*/
RefreshResult RequestRefresh(AnimationState& aState,
const TimeStamp& aTime,
bool aAnimationFinished);
/**
* Get the full frame for the current frame of the animation (it may or may
* not have required compositing). It may not be available because it hasn't
* been decoded yet, in which case we return an empty LookupResult.
*/
LookupResult GetCompositedFrame(AnimationState& aState);
/**
* Collect an accounting of the memory occupied by the compositing surfaces we
* use during animation playback. All of the actual animation frames are
* stored in the SurfaceCache, so we don't need to report them here.
*/
void CollectSizeOfCompositingSurfaces(nsTArray<SurfaceMemoryCounter>& aCounters,
MallocSizeOf aMallocSizeOf) const;
private: // methods
/**
* Advances the animation. Typically, this will advance a single frame, but it
* may advance multiple frames. This may happen if we have infrequently
* "ticking" refresh drivers (e.g. in background tabs), or extremely short-
* lived animation frames.
*
* @param aTime the time that the animation should advance to. This will
* typically be <= TimeStamp::Now().
*
* @returns a RefreshResult that shows whether the frame was successfully
* advanced, and its resulting dirty rect.
*/
RefreshResult AdvanceFrame(AnimationState& aState,
DrawableSurface& aFrames,
TimeStamp aTime);
/**
* Get the @aIndex-th frame in the frame index, ignoring results of blending.
*/
RawAccessFrameRef GetRawFrame(DrawableSurface& aFrames,
uint32_t aFrameNum) const;
/// @return the given frame's timeout if it is available
Maybe<FrameTimeout> GetTimeoutForFrame(AnimationState& aState,
DrawableSurface& aFrames,
uint32_t aFrameNum) const;
/**
* Get the time the frame we're currently displaying is supposed to end.
*
* In the error case (like if the requested frame is not currently
* decoded), returns None().
*/
Maybe<TimeStamp> GetCurrentImgFrameEndTime(AnimationState& aState,
DrawableSurface& aFrames) const;
bool DoBlend(DrawableSurface& aFrames,
gfx::IntRect* aDirtyRect,
uint32_t aPrevFrameIndex,
uint32_t aNextFrameIndex);
/** Clears an area of <aFrame> with transparent black.
*
* @param aFrameData Target Frame data
* @param aFrameRect The rectangle of the data pointed ot by aFrameData
*
* @note Does also clears the transparency mask
*/
static void ClearFrame(uint8_t* aFrameData, const gfx::IntRect& aFrameRect);
//! @overload
static void ClearFrame(uint8_t* aFrameData, const gfx::IntRect& aFrameRect,
const gfx::IntRect& aRectToClear);
//! Copy one frame's image and mask into another
static bool CopyFrameImage(const uint8_t* aDataSrc, const gfx::IntRect& aRectSrc,
uint8_t* aDataDest, const gfx::IntRect& aRectDest);
/**
* Draws one frame's image to into another, at the position specified by
* aSrcRect.
*
* @aSrcData the raw data of the current frame being drawn
* @aSrcRect the size of the source frame, and the position of that frame in
* the composition frame
* @aSrcPaletteLength the length (in bytes) of the palette at the beginning
* of the source data (0 if image is not paletted)
* @aSrcHasAlpha whether the source data represents an image with alpha
* @aDstPixels the raw data of the composition frame where the current frame
* is drawn into (32-bit ARGB)
* @aDstRect the size of the composition frame
* @aBlendMethod the blend method for how to blend src on the composition
* frame.
*/
static nsresult DrawFrameTo(const uint8_t* aSrcData,
const gfx::IntRect& aSrcRect,
uint32_t aSrcPaletteLength, bool aSrcHasAlpha,
uint8_t* aDstPixels, const gfx::IntRect& aDstRect,
BlendMethod aBlendMethod,
const Maybe<gfx::IntRect>& aBlendRect);
private: // data
//! A weak pointer to our owning image.
RasterImage* mImage;
//! The intrinsic size of the image.
gfx::IntSize mSize;
/** For managing blending of frames
*
* Some animations will use the compositingFrame to composite images
* and just hand this back to the caller when it is time to draw the frame.
* NOTE: When clearing compositingFrame, remember to set
* lastCompositedFrameIndex to -1. Code assume that if
* lastCompositedFrameIndex >= 0 then compositingFrame exists.
*/
RawAccessFrameRef mCompositingFrame;
/** the previous composited frame, for DISPOSE_RESTORE_PREVIOUS
*
* The Previous Frame (all frames composited up to the current) needs to be
* stored in cases where the image specifies it wants the last frame back
* when it's done with the current frame.
*/
RawAccessFrameRef mCompositingPrevFrame;
//! Track the last composited frame for Optimizations (See DoComposite code)
int32_t mLastCompositedFrameIndex;
};
} // namespace image
} // namespace mozilla
#endif // mozilla_image_FrameAnimator_h
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