Commit Graph

17 Commits

Author SHA1 Message Date
Emilio Cobos Álvarez
4b8b5e1717 Bug 1465585: Switch from mozilla::Move to std::move. r=froydnj
This was done automatically replacing:

  s/mozilla::Move/std::move/
  s/ Move(/ std::move(/
  s/(Move(/(std::move(/

Removing the 'using mozilla::Move;' lines.

And then with a few manual fixups, see the bug for the split series..

MozReview-Commit-ID: Jxze3adipUh
2018-06-01 10:45:27 +02:00
Andrew Osmond
73e95169a0 Bug 1462355 - Part 5. Avoid converting from DrawableFrameRef to RawAccessFrameRef. r=tnikkel
DrawableSurface only exposes DrawableFrameRef to its users. This is
sufficient for the drawing related code in general, but FrameAnimator
really needs RawAccessFrameRef to the underlying pixel data (which may
be paletted). While one can get a RawAccessFrameRef from a
DrawableFrameRef, it requires yet another lock of the imgFrame's mutex.
We can avoid this extra lock if we just allow the callers to get the
right data type in the first place.
2018-05-29 08:36:12 -04:00
Andrew Osmond
100005e8ec Bug 1444537 - Part 3. Fix how redecode errors could cause animated image state inconsistencies. r=tnikkel
We can discard frames from an animated image if the memory footprint
exceeds the threshold. This will cause us to redecode frames on demand
instead. However decoders can fail to produce the same results on
subsequent runs due to differences in memory pressure, etc. If this
happens our state can get inconsistent. In particular, if we keep
failing on the first frame, we end up in an infinite loop on the decoder
thread.

Since we don't have the owning image to signal, as we had to release our
reference to it after the first pass, we can do little but stop decoding.
From the user's perspective, the animation will come to a stop.
2018-04-24 13:51:35 -04:00
Cosmin Sabou
87c98f6676 Backed out 2 changesets (bug 1444537) for causing crashes on test_discardFramesAnimatedImage.html. a=backout
Backed out changeset 0d23d74448c8 (bug 1444537)
Backed out changeset 07f5d48b90cb (bug 1444537)
2018-04-15 02:40:30 +03:00
Andrew Osmond
f7d26f39b1 Bug 1444537 - Part 3. Fix how redecode errors could cause animated image state inconsistencies. r=tnikkel
We can discard frames from an animated image if the memory footprint
exceeds the threshold. This will cause us to redecode frames on demand
instead. However decoders can fail to produce the same results on
subsequent runs due to differences in memory pressure, etc. If this
happens our state can get inconsistent. In particular, if we keep
failing on the first frame, we end up in an infinite loop on the decoder
thread.

Since we don't have the owning image to signal, as we had to release our
reference to it after the first pass, we can do little but stop decoding.
From the user's perspective, the animation will come to a stop.
2018-04-13 10:58:52 -04:00
Andrew Osmond
3346e7fe2d Bug 1444537 - Part 2. Shutting down the decode pool should make animated decoders bail early. r=tnikkel
When we shutdown the decode pool threads, it does not do a simple join
with the main thread. It will actually process the main thread event
loop, which can cause a bad series of events. The refresh tick could
still be running and advancing our animated images, causing the animated
decoders to continue running, which in turn prevents the decoder threads
from finishing shutting down, and the main thread from joining them.

Now we check on each frame whether or not the decoder should just stop
decoding more frames because the decode pool has started shutdown. If it
has, it will stop immediately.
2018-03-27 10:57:01 -04:00
Timothy Nikkel
c39b7fb81b Bug 1443232. Don't insert frames into our AnimationFrameBuffer that we consider in error and unusable. r=aosmond
After decoding the first frame we allocate the second frame, but before it finishes we encounter an error, Decoder::PostError is called it aborts the second frame and decrements the frame count. But AnimationSurfaceProvider::CheckForFrameAtTerminalState just asks for the current frame ref from the decoder (which it never cleared) and inserts that.

The condition that we use from the decoder to decide to report a new frame is mFinishedNewFrame (via TakeCompleteFrameCount), however this doesn't directly correspond to mFrameCount. So we create a new bool on the Decoder to track when there is a frame that we can take.

This didn't cause any problems before but now we have tighter coupling between the list of frames the AnimationSurfaceProvider has and what FrameAnimator expects.

Another possible fix would be to clear the current frame ref in PostError, but the only place we clear the current frame is when we allocate the new frame and we have the mImageData pointer still around that decoders could theorhetically use to do final processing on the last partial frame.
2018-03-08 17:33:04 -06:00
Andrew Osmond
9bb13fe9ef Bug 523950 - Part 9. Integrate AnimationSurfaceProvider with AnimationFrameBuffer. r=tnikkel 2018-02-28 13:34:53 -05:00
Andrew Osmond
d78c35476d Bug 523950 - Part 5. Pass the currently displayed frame of an animation to its decoder. r=tnikkel
When we need to recreate an animated image decoder because it was
discarded, the animation may have progressed beyond the first frame.
Given that later in the patch series we need FrameAnimator to be driving
the decoding more actively, it simplifies its role by making it assume
the initial state of the decoder matches its initial state. Passing in
the currently displayed frame allows the decoder to advance its frame
buffer (and potentially discard unnecessary frames), such that when the
animation actually wants to advance as it normally would, the decoder
state matches what it would have been if it had never been discarded.
2018-02-28 13:34:52 -05:00
Andrew Osmond
5634d4713e Bug 1427639 - Part 2. Fix misleading image memory reporting on Android. r=tnikkel
The shared memory handle reporting has been generalized to be an
external handle reporting. This is used for both shared memory, and for
volatile memory (on Android.) This will allow us to have a better sense
of just how many handles are being used by images on Android.

Additionally we were not properly reporting forced heap allocated
memory, if we were putting animated frames on the heap. This is because
we used SourceSurfaceAlignedRawData without implementing
AddSizeOfExcludingThis.
2018-02-22 14:26:29 -05:00
Andrew Osmond
86f9c6c1bb Bug 1389479 - Part 3. AnimationSurfaceProvider no longer needs to always dispatch to free its RasterImage. r=tnikkel 2017-08-15 15:02:14 -04:00
Andrew Osmond
9aff749657 Bug 1341624 - Include shared handle totals in memory reports for images. r=tnikkel 2017-02-22 09:30:22 -05:00
Andrew McCreight
22c76b4409 Bug 1333974, part 2 - Use new API for images. r=tnikkel
MozReview-Commit-ID: CmjVpXAFmjx
2017-01-31 11:34:01 -08:00
Seth Fowler
264b7e19c3 Bug 1296828 (Part 3) - Update SurfaceCache API to rely on ImageKeys and SurfaceKeys stored on ISurfaceProviders. r=dholbert 2016-08-26 17:03:19 -07:00
Seth Fowler
dbc467745f Bug 1296828 (Part 2) - Store ImageKeys and SurfaceKeys directly on ISurfaceProviders. r=dholbert,edwin 2016-08-26 17:03:17 -07:00
Seth Fowler
ed50277add Bug 1293472 (Part 3) - Store animated images in the surface cache as a sequence of frames, rather than each frame getting its own cache entry. r=dholbert,edwin,njn 2016-08-18 15:42:48 -07:00
Seth Fowler
f00dc2d228 Bug 1293472 (Part 2) - Add AnimationSurfaceProvider. r=dholbert,edwin 2016-08-18 15:39:43 -07:00