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+/*
+ * Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
+ * Copyright (C) 2004, 2005, 2006, 2008 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+#include "BitmapImage.h"
+
+#include "FloatRect.h"
+#include "ImageObserver.h"
+#include "IntRect.h"
+#include "PlatformString.h"
+#include "SystemTime.h"
+#include "Timer.h"
+#include <wtf/Vector.h>
+#include "MIMETypeRegistry.h"
+
+namespace WebCore {
+
+// Animated images >5MB are considered large enough that we'll only hang on to
+// one frame at a time.
+const unsigned cLargeAnimationCutoff = 5242880;
+
+// When an animated image is more than five minutes out of date, don't try to
+// resync on repaint, so we don't waste CPU cycles on an edge case the user
+// doesn't care about.
+const double cAnimationResyncCutoff = 5 * 60;
+
+BitmapImage::BitmapImage(ImageObserver* observer)
+ : Image(observer)
+ , m_currentFrame(0)
+ , m_frames(0)
+ , m_frameTimer(0)
+ , m_repetitionCount(cAnimationNone)
+ , m_repetitionCountStatus(Unknown)
+ , m_repetitionsComplete(0)
+ , m_desiredFrameStartTime(0)
+ , m_isSolidColor(false)
+ , m_animationFinished(false)
+ , m_allDataReceived(false)
+ , m_haveSize(false)
+ , m_sizeAvailable(false)
+ , m_hasUniformFrameSize(true)
+ , m_decodedSize(0)
+ , m_haveFrameCount(false)
+ , m_frameCount(0)
+{
+ initPlatformData();
+}
+
+BitmapImage::~BitmapImage()
+{
+ invalidatePlatformData();
+ stopAnimation();
+}
+
+void BitmapImage::destroyDecodedData(bool incremental, bool preserveNearbyFrames)
+{
+ // Destroy the cached images and release them.
+ if (m_frames.size()) {
+ int sizeChange = 0;
+ int frameSize = m_size.width() * m_size.height() * 4;
+ const size_t nextFrame = (preserveNearbyFrames && frameCount()) ? ((m_currentFrame + 1) % frameCount()) : 0;
+ for (unsigned i = incremental ? m_frames.size() - 1 : 0; i < m_frames.size(); i++) {
+ if (m_frames[i].m_frame && (!preserveNearbyFrames || (i != m_currentFrame && i != nextFrame))) {
+ sizeChange -= frameSize;
+ m_frames[i].clear();
+ }
+ }
+
+ // We just always invalidate our platform data, even in the incremental case.
+ // This could be better, but it's not a big deal.
+ m_isSolidColor = false;
+ invalidatePlatformData();
+
+ if (sizeChange) {
+ m_decodedSize += sizeChange;
+ if (imageObserver())
+ imageObserver()->decodedSizeChanged(this, sizeChange);
+ }
+
+ if (!incremental) {
+ // Reset the image source, since Image I/O has an underlying cache that it uses
+ // while animating that it seems to never clear.
+#if !PLATFORM(SGL)
+ m_source.clear();
+ m_source.setData(m_data.get(), m_allDataReceived);
+#endif
+ }
+ }
+}
+
+void BitmapImage::cacheFrame(size_t index)
+{
+ size_t numFrames = frameCount();
+ ASSERT(m_decodedSize == 0 || numFrames > 1);
+
+ if (m_frames.size() < numFrames)
+ m_frames.grow(numFrames);
+
+ m_frames[index].m_frame = m_source.createFrameAtIndex(index);
+ if (numFrames == 1 && m_frames[index].m_frame)
+ checkForSolidColor();
+
+ m_frames[index].m_haveMetadata = true;
+ m_frames[index].m_isComplete = m_source.frameIsCompleteAtIndex(index);
+ if (repetitionCount(false) != cAnimationNone)
+ m_frames[index].m_duration = m_source.frameDurationAtIndex(index);
+ m_frames[index].m_hasAlpha = m_source.frameHasAlphaAtIndex(index);
+
+ int sizeChange;
+ if (index) {
+ IntSize frameSize = m_source.frameSizeAtIndex(index);
+ if (frameSize != m_size)
+ m_hasUniformFrameSize = false;
+ sizeChange = m_frames[index].m_frame ? frameSize.width() * frameSize.height() * 4 : 0;
+ } else
+ sizeChange = m_frames[index].m_frame ? m_size.width() * m_size.height() * 4 : 0;
+
+ if (sizeChange) {
+ m_decodedSize += sizeChange;
+ if (imageObserver())
+ imageObserver()->decodedSizeChanged(this, sizeChange);
+ }
+}
+
+IntSize BitmapImage::size() const
+{
+ if (m_sizeAvailable && !m_haveSize) {
+ m_size = m_source.size();
+ m_haveSize = true;
+ }
+ return m_size;
+}
+
+IntSize BitmapImage::currentFrameSize() const
+{
+ if (!m_currentFrame || m_hasUniformFrameSize)
+ return size();
+ return m_source.frameSizeAtIndex(m_currentFrame);
+}
+
+bool BitmapImage::dataChanged(bool allDataReceived)
+{
+ destroyDecodedData(true);
+
+ // Feed all the data we've seen so far to the image decoder.
+ m_allDataReceived = allDataReceived;
+ m_source.setData(m_data.get(), allDataReceived);
+
+ // Clear the frame count.
+ m_haveFrameCount = false;
+
+ m_hasUniformFrameSize = true;
+
+ // Image properties will not be available until the first frame of the file
+ // reaches kCGImageStatusIncomplete.
+ return isSizeAvailable();
+}
+
+size_t BitmapImage::frameCount()
+{
+ if (!m_haveFrameCount) {
+ m_haveFrameCount = true;
+ m_frameCount = m_source.frameCount();
+ }
+ return m_frameCount;
+}
+
+bool BitmapImage::isSizeAvailable()
+{
+ if (m_sizeAvailable)
+ return true;
+
+ m_sizeAvailable = m_source.isSizeAvailable();
+
+ return m_sizeAvailable;
+}
+
+NativeImagePtr BitmapImage::frameAtIndex(size_t index)
+{
+ if (index >= frameCount())
+ return 0;
+
+ if (index >= m_frames.size() || !m_frames[index].m_frame)
+ cacheFrame(index);
+
+ return m_frames[index].m_frame;
+}
+
+bool BitmapImage::frameIsCompleteAtIndex(size_t index)
+{
+ if (index >= frameCount())
+ return true;
+
+ if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)
+ cacheFrame(index);
+
+ return m_frames[index].m_isComplete;
+}
+
+float BitmapImage::frameDurationAtIndex(size_t index)
+{
+ if (index >= frameCount())
+ return 0;
+
+ if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)
+ cacheFrame(index);
+
+ return m_frames[index].m_duration;
+}
+
+bool BitmapImage::frameHasAlphaAtIndex(size_t index)
+{
+ if (index >= frameCount())
+ return true;
+
+ if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)
+ cacheFrame(index);
+
+ return m_frames[index].m_hasAlpha;
+}
+
+int BitmapImage::repetitionCount(bool imageKnownToBeComplete)
+{
+ if ((m_repetitionCountStatus == Unknown) || ((m_repetitionCountStatus == Uncertain) && imageKnownToBeComplete)) {
+ // Snag the repetition count. If |imageKnownToBeComplete| is false, the
+ // repetition count may not be accurate yet for GIFs; in this case the
+ // decoder will default to cAnimationLoopOnce, and we'll try and read
+ // the count again once the whole image is decoded.
+ m_repetitionCount = m_source.repetitionCount();
+ m_repetitionCountStatus = (imageKnownToBeComplete || m_repetitionCount == cAnimationNone) ? Certain : Uncertain;
+ }
+ return m_repetitionCount;
+}
+
+bool BitmapImage::shouldAnimate()
+{
+ return (repetitionCount(false) != cAnimationNone && !m_animationFinished && imageObserver());
+}
+
+void BitmapImage::startAnimation(bool catchUpIfNecessary)
+{
+ if (m_frameTimer || !shouldAnimate() || frameCount() <= 1)
+ return;
+
+ // Determine time for next frame to start. By ignoring paint and timer lag
+ // in this calculation, we make the animation appear to run at its desired
+ // rate regardless of how fast it's being repainted.
+ const double currentDuration = frameDurationAtIndex(m_currentFrame);
+ const double time = currentTime();
+ if (m_desiredFrameStartTime == 0) {
+ m_desiredFrameStartTime = time + currentDuration;
+ } else {
+ m_desiredFrameStartTime += currentDuration;
+ // If we're too far behind, the user probably doesn't care about
+ // resyncing and we could burn a lot of time looping through frames
+ // below. Just reset the timings.
+ if ((time - m_desiredFrameStartTime) > cAnimationResyncCutoff)
+ m_desiredFrameStartTime = time + currentDuration;
+ }
+
+ // Don't advance the animation to an incomplete frame.
+ size_t nextFrame = (m_currentFrame + 1) % frameCount();
+ if (!frameIsCompleteAtIndex(nextFrame))
+ return;
+
+ // Don't advance past the last frame if we haven't decoded the whole image
+ // yet and our repetition count is potentially unset. The repetition count
+ // in a GIF can potentially come after all the rest of the image data, so
+ // wait on it.
+ if (!m_allDataReceived && repetitionCount(false) == cAnimationLoopOnce && m_currentFrame >= (frameCount() - 1))
+ return;
+
+ // The image may load more slowly than it's supposed to animate, so that by
+ // the time we reach the end of the first repetition, we're well behind.
+ // Clamp the desired frame start time in this case, so that we don't skip
+ // frames (or whole iterations) trying to "catch up". This is a tradeoff:
+ // It guarantees users see the whole animation the second time through and
+ // don't miss any repetitions, and is closer to what other browsers do; on
+ // the other hand, it makes animations "less accurate" for pages that try to
+ // sync an image and some other resource (e.g. audio), especially if users
+ // switch tabs (and thus stop drawing the animation, which will pause it)
+ // during that initial loop, then switch back later.
+ if (nextFrame == 0 && m_repetitionsComplete == 0 && m_desiredFrameStartTime < time)
+ m_desiredFrameStartTime = time;
+
+ if (!catchUpIfNecessary || time < m_desiredFrameStartTime) {
+ // Haven't yet reached time for next frame to start; delay until then.
+ m_frameTimer = new Timer<BitmapImage>(this, &BitmapImage::advanceAnimation);
+ m_frameTimer->startOneShot(std::max(m_desiredFrameStartTime - time, 0.));
+ } else {
+ // We've already reached or passed the time for the next frame to start.
+ // See if we've also passed the time for frames after that to start, in
+ // case we need to skip some frames entirely. Remember not to advance
+ // to an incomplete frame.
+ for (size_t frameAfterNext = (nextFrame + 1) % frameCount(); frameIsCompleteAtIndex(frameAfterNext); frameAfterNext = (nextFrame + 1) % frameCount()) {
+ // Should we skip the next frame?
+ double frameAfterNextStartTime = m_desiredFrameStartTime + frameDurationAtIndex(nextFrame);
+ if (time < frameAfterNextStartTime)
+ break;
+
+ // Yes; skip over it without notifying our observers.
+ if (!internalAdvanceAnimation(true))
+ return;
+ m_desiredFrameStartTime = frameAfterNextStartTime;
+ nextFrame = frameAfterNext;
+ }
+
+ // Draw the next frame immediately. Note that m_desiredFrameStartTime
+ // may be in the past, meaning the next time through this function we'll
+ // kick off the next advancement sooner than this frame's duration would
+ // suggest.
+ if (internalAdvanceAnimation(false)) {
+ // The image region has been marked dirty, but once we return to our
+ // caller, draw() will clear it, and nothing will cause the
+ // animation to advance again. We need to start the timer for the
+ // next frame running, or the animation can hang. (Compare this
+ // with when advanceAnimation() is called, and the region is dirtied
+ // while draw() is not in the callstack, meaning draw() gets called
+ // to update the region and thus startAnimation() is reached again.)
+ // NOTE: For large images with slow or heavily-loaded systems,
+ // throwing away data as we go (see destroyDecodedData()) means we
+ // can spend so much time re-decoding data above that by the time we
+ // reach here we're behind again. If we let startAnimation() run
+ // the catch-up code again, we can get long delays without painting
+ // as we race the timer, or even infinite recursion. In this
+ // situation the best we can do is to simply change frames as fast
+ // as possible, so force startAnimation() to set a zero-delay timer
+ // and bail out if we're not caught up.
+ startAnimation(false);
+ }
+ }
+}
+
+void BitmapImage::stopAnimation()
+{
+ // This timer is used to animate all occurrences of this image. Don't invalidate
+ // the timer unless all renderers have stopped drawing.
+ delete m_frameTimer;
+ m_frameTimer = 0;
+}
+
+void BitmapImage::resetAnimation()
+{
+ stopAnimation();
+ m_currentFrame = 0;
+ m_repetitionsComplete = 0;
+ m_desiredFrameStartTime = 0;
+ m_animationFinished = false;
+ int frameSize = m_size.width() * m_size.height() * 4;
+
+ // For extremely large animations, when the animation is reset, we just throw everything away.
+ if (frameCount() * frameSize > cLargeAnimationCutoff)
+ destroyDecodedData();
+}
+
+void BitmapImage::advanceAnimation(Timer<BitmapImage>* timer)
+{
+ internalAdvanceAnimation(false);
+ // At this point the image region has been marked dirty, and if it's
+ // onscreen, we'll soon make a call to draw(), which will call
+ // startAnimation() again to keep the animation moving.
+}
+
+bool BitmapImage::internalAdvanceAnimation(bool skippingFrames)
+{
+ // Stop the animation.
+ stopAnimation();
+
+ // See if anyone is still paying attention to this animation. If not, we don't
+ // advance and will remain suspended at the current frame until the animation is resumed.
+ if (!skippingFrames && imageObserver()->shouldPauseAnimation(this))
+ return false;
+
+ m_currentFrame++;
+ if (m_currentFrame >= frameCount()) {
+ ++m_repetitionsComplete;
+ // Get the repetition count again. If we weren't able to get a
+ // repetition count before, we should have decoded the whole image by
+ // now, so it should now be available.
+ if (repetitionCount(true) && m_repetitionsComplete >= m_repetitionCount) {
+ m_animationFinished = true;
+ m_desiredFrameStartTime = 0;
+ m_currentFrame--;
+ if (skippingFrames) {
+ // Uh oh. We tried to skip past the end of the animation. We'd
+ // better draw this last frame.
+ notifyObserverAndTrimDecodedData();
+ }
+ return false;
+ }
+ m_currentFrame = 0;
+ }
+
+ if (!skippingFrames)
+ notifyObserverAndTrimDecodedData();
+
+ return true;
+}
+
+void BitmapImage::notifyObserverAndTrimDecodedData()
+{
+ // Notify our observer that the animation has advanced.
+ imageObserver()->animationAdvanced(this);
+
+ // For large animated images, go ahead and throw away frames as we go to
+ // save footprint.
+ int frameSize = m_size.width() * m_size.height() * 4;
+ if (frameCount() * frameSize > cLargeAnimationCutoff) {
+ // Destroy all of our frames and just redecode every time. We save the
+ // current frame since we'll need it in draw() anyway.
+ destroyDecodedData(false, true);
+ }
+}
+
+}