RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState, TimeStamp aTime) { NS_ASSERTION(aTime <= TimeStamp::Now(), "Given time appears to be in the future"); PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS); RefreshResult ret; // Determine what the next frame is, taking into account looping. uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex; uint32_t nextFrameIndex = currentFrameIndex + 1; // Check if we're at the end of the loop. (FrameCount() returns Nothing() if // we don't know the total count yet.) if (aState.FrameCount() == Some(nextFrameIndex)) { // If we are not looping forever, initialize the loop counter if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) { aState.mLoopRemainingCount = aState.LoopCount(); } // If animation mode is "loop once", or we're at end of loop counter, // it's time to stop animating. if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode || aState.mLoopRemainingCount == 0) { ret.mAnimationFinished = true; } nextFrameIndex = 0; if (aState.mLoopRemainingCount > 0) { aState.mLoopRemainingCount--; } // If we're done, exit early. if (ret.mAnimationFinished) { return ret; } } if (nextFrameIndex >= aState.KnownFrameCount()) { // We've already advanced to the last decoded frame, nothing more we can do. // We're blocked by network/decoding from displaying the animation at the // rate specified, so that means the frame we are displaying (the latest // available) is the frame we want to be displaying at this time. So we // update the current animation time. If we didn't update the current // animation time then it could lag behind, which would indicate that we are // behind in the animation and should try to catch up. When we are done // decoding (and thus can loop around back to the start of the animation) we // would then jump to a random point in the animation to try to catch up. // But we were never behind in the animation. aState.mCurrentAnimationFrameTime = aTime; return ret; } // There can be frames in the surface cache with index >= KnownFrameCount() // which GetRawFrame() can access because an async decoder has decoded them, // but which AnimationState doesn't know about yet because we haven't received // the appropriate notification on the main thread. Make sure we stay in sync // with AnimationState. MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount()); RawAccessFrameRef nextFrame = GetRawFrame(nextFrameIndex); // We should always check to see if we have the next frame even if we have // previously finished decoding. If we needed to redecode (e.g. due to a draw // failure) we would have discarded all the old frames and may not yet have // the new ones. if (!nextFrame || !nextFrame->IsFinished()) { // Uh oh, the frame we want to show is currently being decoded (partial) // Wait until the next refresh driver tick and try again return ret; } if (GetTimeoutForFrame(nextFrameIndex) == FrameTimeout::Forever()) { ret.mAnimationFinished = true; } if (nextFrameIndex == 0) { ret.mDirtyRect = aState.FirstFrameRefreshArea(); } else { MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1); // Change frame if (!DoBlend(&ret.mDirtyRect, currentFrameIndex, nextFrameIndex)) { // something went wrong, move on to next NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed"); nextFrame->SetCompositingFailed(true); aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState); aState.mCurrentAnimationFrameIndex = nextFrameIndex; return ret; } nextFrame->SetCompositingFailed(false); } aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState); // If we can get closer to the current time by a multiple of the image's loop // time, we should. We can only do this if we're done decoding; otherwise, we // don't know the full loop length, and LoopLength() will have to return // FrameTimeout::Forever(). FrameTimeout loopTime = aState.LoopLength(); if (loopTime != FrameTimeout::Forever()) { TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime; if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) { // Explicitly use integer division to get the floor of the number of // loops. uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) / loopTime.AsMilliseconds(); aState.mCurrentAnimationFrameTime += TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds()); } } // Set currentAnimationFrameIndex at the last possible moment aState.mCurrentAnimationFrameIndex = nextFrameIndex; // If we're here, we successfully advanced the frame. ret.mFrameAdvanced = true; return ret; }
FrameAnimator::RefreshResult FrameAnimator::AdvanceFrame(TimeStamp aTime) { NS_ASSERTION(aTime <= TimeStamp::Now(), "Given time appears to be in the future"); PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS); RefreshResult ret; // Determine what the next frame is, taking into account looping. uint32_t currentFrameIndex = mCurrentAnimationFrameIndex; uint32_t nextFrameIndex = currentFrameIndex + 1; if (mImage->GetNumFrames() == nextFrameIndex) { // We can only accurately determine if we are at the end of the loop if we are // done decoding, otherwise we don't know how many frames there will be. if (!mDoneDecoding) { // We've already advanced to the last decoded frame, nothing more we can do. // We're blocked by network/decoding from displaying the animation at the // rate specified, so that means the frame we are displaying (the latest // available) is the frame we want to be displaying at this time. So we // update the current animation time. If we didn't update the current // animation time then it could lag behind, which would indicate that we // are behind in the animation and should try to catch up. When we are // done decoding (and thus can loop around back to the start of the // animation) we would then jump to a random point in the animation to // try to catch up. But we were never behind in the animation. mCurrentAnimationFrameTime = aTime; return ret; } // End of an animation loop... // If we are not looping forever, initialize the loop counter if (mLoopRemainingCount < 0 && LoopCount() >= 0) { mLoopRemainingCount = LoopCount(); } // If animation mode is "loop once", or we're at end of loop counter, // it's time to stop animating. if (mAnimationMode == imgIContainer::kLoopOnceAnimMode || mLoopRemainingCount == 0) { ret.animationFinished = true; } nextFrameIndex = 0; if (mLoopRemainingCount > 0) { mLoopRemainingCount--; } // If we're done, exit early. if (ret.animationFinished) { return ret; } } // There can be frames in the surface cache with index >= mImage->GetNumFrames() // that GetRawFrame can access because the decoding thread has decoded them, but // RasterImage hasn't acknowledged those frames yet. We don't want to go past // what RasterImage knows about so that we stay in sync with RasterImage. The code // above should obey this, the MOZ_ASSERT records this invariant. MOZ_ASSERT(nextFrameIndex < mImage->GetNumFrames()); RawAccessFrameRef nextFrame = GetRawFrame(nextFrameIndex); // If we're done decoding, we know we've got everything we're going to get. // If we aren't, we only display fully-downloaded frames; everything else // gets delayed. bool canDisplay = mDoneDecoding || (nextFrame && nextFrame->IsFinished()); if (!canDisplay) { // Uh oh, the frame we want to show is currently being decoded (partial) // Wait until the next refresh driver tick and try again return ret; } // Bad data if (GetTimeoutForFrame(nextFrameIndex) < 0) { ret.animationFinished = true; ret.error = true; } if (nextFrameIndex == 0) { ret.dirtyRect = mFirstFrameRefreshArea; } else { MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1); // Change frame if (!DoBlend(&ret.dirtyRect, currentFrameIndex, nextFrameIndex)) { // something went wrong, move on to next NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed"); nextFrame->SetCompositingFailed(true); mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(); mCurrentAnimationFrameIndex = nextFrameIndex; ret.error = true; return ret; } nextFrame->SetCompositingFailed(false); } mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(); // If we can get closer to the current time by a multiple of the image's loop // time, we should. We need to be done decoding in order to know the full loop // time though! int32_t loopTime = GetSingleLoopTime(); if (loopTime > 0) { // We shouldn't be advancing by a whole loop unless we are decoded and know // what a full loop actually is. GetSingleLoopTime should return -1 so this // never happens. MOZ_ASSERT(mDoneDecoding); TimeDuration delay = aTime - mCurrentAnimationFrameTime; if (delay.ToMilliseconds() > loopTime) { // Explicitly use integer division to get the floor of the number of // loops. uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) / loopTime; mCurrentAnimationFrameTime += TimeDuration::FromMilliseconds(loops * loopTime); } } // Set currentAnimationFrameIndex at the last possible moment mCurrentAnimationFrameIndex = nextFrameIndex; // If we're here, we successfully advanced the frame. ret.frameAdvanced = true; return ret; }