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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/. */
#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());
}