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      1 /*
      2  * Copyright (C) 2006 Samuel Weinig (sam.weinig (at) gmail.com)
      3  * Copyright (C) 2004, 2005, 2006, 2008 Apple Inc. All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions
      7  * are met:
      8  * 1. Redistributions of source code must retain the above copyright
      9  *    notice, this list of conditions and the following disclaimer.
     10  * 2. Redistributions in binary form must reproduce the above copyright
     11  *    notice, this list of conditions and the following disclaimer in the
     12  *    documentation and/or other materials provided with the distribution.
     13  *
     14  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
     15  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     16  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     17  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
     18  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     19  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     20  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     21  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
     22  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     23  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     24  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     25  */
     26 
     27 #include "config.h"
     28 #include "BitmapImage.h"
     29 
     30 #include "FloatRect.h"
     31 #include "ImageObserver.h"
     32 #include "IntRect.h"
     33 #include "MIMETypeRegistry.h"
     34 #include "PlatformString.h"
     35 #include "Timer.h"
     36 #include <wtf/CurrentTime.h>
     37 #include <wtf/Vector.h>
     38 
     39 namespace WebCore {
     40 
     41 static int frameBytes(const IntSize& frameSize)
     42 {
     43     return frameSize.width() * frameSize.height() * 4;
     44 }
     45 
     46 BitmapImage::BitmapImage(ImageObserver* observer)
     47     : Image(observer)
     48     , m_currentFrame(0)
     49     , m_frames(0)
     50     , m_frameTimer(0)
     51     , m_repetitionCount(cAnimationNone)
     52     , m_repetitionCountStatus(Unknown)
     53     , m_repetitionsComplete(0)
     54     , m_desiredFrameStartTime(0)
     55     , m_isSolidColor(false)
     56     , m_checkedForSolidColor(false)
     57     , m_animationFinished(false)
     58     , m_allDataReceived(false)
     59     , m_haveSize(false)
     60     , m_sizeAvailable(false)
     61     , m_hasUniformFrameSize(true)
     62     , m_decodedSize(0)
     63     , m_haveFrameCount(false)
     64     , m_frameCount(0)
     65 {
     66     initPlatformData();
     67 }
     68 
     69 BitmapImage::~BitmapImage()
     70 {
     71     invalidatePlatformData();
     72     stopAnimation();
     73 }
     74 
     75 void BitmapImage::destroyDecodedData(bool destroyAll)
     76 {
     77     int framesCleared = 0;
     78     const size_t clearBeforeFrame = destroyAll ? m_frames.size() : m_currentFrame;
     79     for (size_t i = 0; i < clearBeforeFrame; ++i) {
     80         // The underlying frame isn't actually changing (we're just trying to
     81         // save the memory for the framebuffer data), so we don't need to clear
     82         // the metadata.
     83         if (m_frames[i].clear(false))
     84           ++framesCleared;
     85     }
     86 
     87     destroyMetadataAndNotify(framesCleared);
     88 
     89     m_source.clear(destroyAll, clearBeforeFrame, data(), m_allDataReceived);
     90     return;
     91 }
     92 
     93 void BitmapImage::destroyDecodedDataIfNecessary(bool destroyAll)
     94 {
     95     // Animated images >5MB are considered large enough that we'll only hang on
     96     // to one frame at a time.
     97     static const unsigned cLargeAnimationCutoff = 5242880;
     98     if (m_frames.size() * frameBytes(m_size) > cLargeAnimationCutoff)
     99         destroyDecodedData(destroyAll);
    100 }
    101 
    102 void BitmapImage::destroyMetadataAndNotify(int framesCleared)
    103 {
    104     m_isSolidColor = false;
    105     invalidatePlatformData();
    106 
    107     const int deltaBytes = framesCleared * -frameBytes(m_size);
    108     m_decodedSize += deltaBytes;
    109     if (deltaBytes && imageObserver())
    110         imageObserver()->decodedSizeChanged(this, deltaBytes);
    111 }
    112 
    113 void BitmapImage::cacheFrame(size_t index)
    114 {
    115     size_t numFrames = frameCount();
    116     ASSERT(m_decodedSize == 0 || numFrames > 1);
    117 
    118     if (m_frames.size() < numFrames)
    119         m_frames.grow(numFrames);
    120 
    121     m_frames[index].m_frame = m_source.createFrameAtIndex(index);
    122     if (numFrames == 1 && m_frames[index].m_frame)
    123         checkForSolidColor();
    124 
    125     m_frames[index].m_haveMetadata = true;
    126     m_frames[index].m_isComplete = m_source.frameIsCompleteAtIndex(index);
    127     if (repetitionCount(false) != cAnimationNone)
    128         m_frames[index].m_duration = m_source.frameDurationAtIndex(index);
    129     m_frames[index].m_hasAlpha = m_source.frameHasAlphaAtIndex(index);
    130 
    131     const IntSize frameSize(index ? m_source.frameSizeAtIndex(index) : m_size);
    132     if (frameSize != m_size)
    133         m_hasUniformFrameSize = false;
    134     if (m_frames[index].m_frame) {
    135         const int deltaBytes = frameBytes(frameSize);
    136         m_decodedSize += deltaBytes;
    137         if (imageObserver())
    138             imageObserver()->decodedSizeChanged(this, deltaBytes);
    139     }
    140 }
    141 
    142 IntSize BitmapImage::size() const
    143 {
    144     if (m_sizeAvailable && !m_haveSize) {
    145         m_size = m_source.size();
    146         m_haveSize = true;
    147     }
    148     return m_size;
    149 }
    150 
    151 IntSize BitmapImage::currentFrameSize() const
    152 {
    153     if (!m_currentFrame || m_hasUniformFrameSize)
    154         return size();
    155     return m_source.frameSizeAtIndex(m_currentFrame);
    156 }
    157 
    158 bool BitmapImage::dataChanged(bool allDataReceived)
    159 {
    160     // Because we're modifying the current frame, clear its (now possibly
    161     // inaccurate) metadata as well.
    162     destroyMetadataAndNotify((!m_frames.isEmpty() && m_frames[m_frames.size() - 1].clear(true)) ? 1 : 0);
    163 
    164     // Feed all the data we've seen so far to the image decoder.
    165     m_allDataReceived = allDataReceived;
    166     m_source.setData(data(), allDataReceived);
    167 
    168     // Clear the frame count.
    169     m_haveFrameCount = false;
    170 
    171     m_hasUniformFrameSize = true;
    172 
    173     // Image properties will not be available until the first frame of the file
    174     // reaches kCGImageStatusIncomplete.
    175     return isSizeAvailable();
    176 }
    177 
    178 String BitmapImage::filenameExtension() const
    179 {
    180     return m_source.filenameExtension();
    181 }
    182 
    183 size_t BitmapImage::frameCount()
    184 {
    185     if (!m_haveFrameCount) {
    186         m_haveFrameCount = true;
    187         m_frameCount = m_source.frameCount();
    188     }
    189     return m_frameCount;
    190 }
    191 
    192 bool BitmapImage::isSizeAvailable()
    193 {
    194     if (m_sizeAvailable)
    195         return true;
    196 
    197     m_sizeAvailable = m_source.isSizeAvailable();
    198 
    199     return m_sizeAvailable;
    200 }
    201 
    202 NativeImagePtr BitmapImage::frameAtIndex(size_t index)
    203 {
    204     if (index >= frameCount())
    205         return 0;
    206 
    207     if (index >= m_frames.size() || !m_frames[index].m_frame)
    208         cacheFrame(index);
    209 
    210     return m_frames[index].m_frame;
    211 }
    212 
    213 bool BitmapImage::frameIsCompleteAtIndex(size_t index)
    214 {
    215     if (index >= frameCount())
    216         return true;
    217 
    218     if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)
    219         cacheFrame(index);
    220 
    221     return m_frames[index].m_isComplete;
    222 }
    223 
    224 float BitmapImage::frameDurationAtIndex(size_t index)
    225 {
    226     if (index >= frameCount())
    227         return 0;
    228 
    229     if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)
    230         cacheFrame(index);
    231 
    232     return m_frames[index].m_duration;
    233 }
    234 
    235 bool BitmapImage::frameHasAlphaAtIndex(size_t index)
    236 {
    237     if (index >= frameCount())
    238         return true;
    239 
    240     if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)
    241         cacheFrame(index);
    242 
    243     return m_frames[index].m_hasAlpha;
    244 }
    245 
    246 int BitmapImage::repetitionCount(bool imageKnownToBeComplete)
    247 {
    248     if ((m_repetitionCountStatus == Unknown) || ((m_repetitionCountStatus == Uncertain) && imageKnownToBeComplete)) {
    249         // Snag the repetition count.  If |imageKnownToBeComplete| is false, the
    250         // repetition count may not be accurate yet for GIFs; in this case the
    251         // decoder will default to cAnimationLoopOnce, and we'll try and read
    252         // the count again once the whole image is decoded.
    253         m_repetitionCount = m_source.repetitionCount();
    254         m_repetitionCountStatus = (imageKnownToBeComplete || m_repetitionCount == cAnimationNone) ? Certain : Uncertain;
    255     }
    256     return m_repetitionCount;
    257 }
    258 
    259 bool BitmapImage::shouldAnimate()
    260 {
    261     return (repetitionCount(false) != cAnimationNone && !m_animationFinished && imageObserver());
    262 }
    263 
    264 void BitmapImage::startAnimation(bool catchUpIfNecessary)
    265 {
    266 #ifdef ANDROID_ANIMATED_GIF
    267     // We can't ever seem to keep up, so always let us just show the next frame
    268     catchUpIfNecessary = false;
    269 #endif
    270     if (m_frameTimer || !shouldAnimate() || frameCount() <= 1)
    271         return;
    272 
    273     // Determine time for next frame to start.  By ignoring paint and timer lag
    274     // in this calculation, we make the animation appear to run at its desired
    275     // rate regardless of how fast it's being repainted.
    276     const double currentDuration = frameDurationAtIndex(m_currentFrame);
    277     const double time = currentTime();
    278     if (m_desiredFrameStartTime == 0) {
    279         m_desiredFrameStartTime = time + currentDuration;
    280     } else {
    281         m_desiredFrameStartTime += currentDuration;
    282 
    283         // When an animated image is more than five minutes out of date, the
    284         // user probably doesn't care about resyncing and we could burn a lot of
    285         // time looping through frames below.  Just reset the timings.
    286         const double cAnimationResyncCutoff = 5 * 60;
    287         if ((time - m_desiredFrameStartTime) > cAnimationResyncCutoff)
    288             m_desiredFrameStartTime = time + currentDuration;
    289     }
    290 
    291     // Don't advance the animation to an incomplete frame.
    292     size_t nextFrame = (m_currentFrame + 1) % frameCount();
    293     if (!m_allDataReceived && !frameIsCompleteAtIndex(nextFrame))
    294         return;
    295 
    296     // Don't advance past the last frame if we haven't decoded the whole image
    297     // yet and our repetition count is potentially unset.  The repetition count
    298     // in a GIF can potentially come after all the rest of the image data, so
    299     // wait on it.
    300     if (!m_allDataReceived && repetitionCount(false) == cAnimationLoopOnce && m_currentFrame >= (frameCount() - 1))
    301         return;
    302 
    303     // The image may load more slowly than it's supposed to animate, so that by
    304     // the time we reach the end of the first repetition, we're well behind.
    305     // Clamp the desired frame start time in this case, so that we don't skip
    306     // frames (or whole iterations) trying to "catch up".  This is a tradeoff:
    307     // It guarantees users see the whole animation the second time through and
    308     // don't miss any repetitions, and is closer to what other browsers do; on
    309     // the other hand, it makes animations "less accurate" for pages that try to
    310     // sync an image and some other resource (e.g. audio), especially if users
    311     // switch tabs (and thus stop drawing the animation, which will pause it)
    312     // during that initial loop, then switch back later.
    313     if (nextFrame == 0 && m_repetitionsComplete == 0 && m_desiredFrameStartTime < time)
    314       m_desiredFrameStartTime = time;
    315 
    316     if (!catchUpIfNecessary || time < m_desiredFrameStartTime) {
    317         // Haven't yet reached time for next frame to start; delay until then.
    318         m_frameTimer = new Timer<BitmapImage>(this, &BitmapImage::advanceAnimation);
    319         m_frameTimer->startOneShot(std::max(m_desiredFrameStartTime - time, 0.));
    320     } else {
    321         // We've already reached or passed the time for the next frame to start.
    322         // See if we've also passed the time for frames after that to start, in
    323         // case we need to skip some frames entirely.  Remember not to advance
    324         // to an incomplete frame.
    325         for (size_t frameAfterNext = (nextFrame + 1) % frameCount(); frameIsCompleteAtIndex(frameAfterNext); frameAfterNext = (nextFrame + 1) % frameCount()) {
    326             // Should we skip the next frame?
    327             double frameAfterNextStartTime = m_desiredFrameStartTime + frameDurationAtIndex(nextFrame);
    328             if (time < frameAfterNextStartTime)
    329                 break;
    330 
    331             // Yes; skip over it without notifying our observers.
    332             if (!internalAdvanceAnimation(true))
    333                 return;
    334             m_desiredFrameStartTime = frameAfterNextStartTime;
    335             nextFrame = frameAfterNext;
    336         }
    337 
    338         // Draw the next frame immediately.  Note that m_desiredFrameStartTime
    339         // may be in the past, meaning the next time through this function we'll
    340         // kick off the next advancement sooner than this frame's duration would
    341         // suggest.
    342         if (internalAdvanceAnimation(false)) {
    343             // The image region has been marked dirty, but once we return to our
    344             // caller, draw() will clear it, and nothing will cause the
    345             // animation to advance again.  We need to start the timer for the
    346             // next frame running, or the animation can hang.  (Compare this
    347             // with when advanceAnimation() is called, and the region is dirtied
    348             // while draw() is not in the callstack, meaning draw() gets called
    349             // to update the region and thus startAnimation() is reached again.)
    350             // NOTE: For large images with slow or heavily-loaded systems,
    351             // throwing away data as we go (see destroyDecodedData()) means we
    352             // can spend so much time re-decoding data above that by the time we
    353             // reach here we're behind again.  If we let startAnimation() run
    354             // the catch-up code again, we can get long delays without painting
    355             // as we race the timer, or even infinite recursion.  In this
    356             // situation the best we can do is to simply change frames as fast
    357             // as possible, so force startAnimation() to set a zero-delay timer
    358             // and bail out if we're not caught up.
    359             startAnimation(false);
    360         }
    361     }
    362 }
    363 
    364 void BitmapImage::stopAnimation()
    365 {
    366     // This timer is used to animate all occurrences of this image.  Don't invalidate
    367     // the timer unless all renderers have stopped drawing.
    368     delete m_frameTimer;
    369     m_frameTimer = 0;
    370 }
    371 
    372 void BitmapImage::resetAnimation()
    373 {
    374     stopAnimation();
    375     m_currentFrame = 0;
    376     m_repetitionsComplete = 0;
    377     m_desiredFrameStartTime = 0;
    378     m_animationFinished = false;
    379 
    380     // For extremely large animations, when the animation is reset, we just throw everything away.
    381     destroyDecodedDataIfNecessary(true);
    382 }
    383 
    384 void BitmapImage::advanceAnimation(Timer<BitmapImage>*)
    385 {
    386     internalAdvanceAnimation(false);
    387     // At this point the image region has been marked dirty, and if it's
    388     // onscreen, we'll soon make a call to draw(), which will call
    389     // startAnimation() again to keep the animation moving.
    390 }
    391 
    392 bool BitmapImage::internalAdvanceAnimation(bool skippingFrames)
    393 {
    394     // Stop the animation.
    395     stopAnimation();
    396 
    397     // See if anyone is still paying attention to this animation.  If not, we don't
    398     // advance and will remain suspended at the current frame until the animation is resumed.
    399     if (!skippingFrames && imageObserver()->shouldPauseAnimation(this))
    400         return false;
    401 
    402     ++m_currentFrame;
    403     bool advancedAnimation = true;
    404     bool destroyAll = false;
    405     if (m_currentFrame >= frameCount()) {
    406         ++m_repetitionsComplete;
    407 
    408         // Get the repetition count again.  If we weren't able to get a
    409         // repetition count before, we should have decoded the whole image by
    410         // now, so it should now be available.
    411         if (repetitionCount(true) && m_repetitionsComplete >= m_repetitionCount) {
    412             m_animationFinished = true;
    413             m_desiredFrameStartTime = 0;
    414             --m_currentFrame;
    415             advancedAnimation = false;
    416         } else {
    417             m_currentFrame = 0;
    418             destroyAll = true;
    419         }
    420     }
    421     destroyDecodedDataIfNecessary(destroyAll);
    422 
    423     // We need to draw this frame if we advanced to it while not skipping, or if
    424     // while trying to skip frames we hit the last frame and thus had to stop.
    425     if (skippingFrames != advancedAnimation)
    426         imageObserver()->animationAdvanced(this);
    427     return advancedAnimation;
    428 }
    429 
    430 }
    431