root/Source/platform/graphics/BitmapImage.cpp

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DEFINITIONS

This source file includes following definitions.
  1. m_haveFrameCount
  2. m_haveFrameCount
  3. isBitmapImage
  4. destroyDecodedData
  5. destroyDecodedDataIfNecessary
  6. destroyMetadataAndNotify
  7. cacheFrame
  8. updateSize
  9. size
  10. sizeRespectingOrientation
  11. currentFrameSize
  12. getHotSpot
  13. dataChanged
  14. filenameExtension
  15. draw
  16. draw
  17. frameCount
  18. isSizeAvailable
  19. ensureFrameIsCached
  20. frameAtIndex
  21. frameIsCompleteAtIndex
  22. frameDurationAtIndex
  23. nativeImageForCurrentFrame
  24. frameHasAlphaAtIndex
  25. currentFrameKnownToBeOpaque
  26. currentFrameOrientation
  27. frameOrientationAtIndex
  28. notSolidColor
  29. repetitionCount
  30. shouldAnimate
  31. startAnimation
  32. stopAnimation
  33. resetAnimation
  34. maybeAnimated
  35. advanceAnimation
  36. internalAdvanceAnimation
  37. checkForSolidColor
  38. mayFillWithSolidColor
  39. solidColor

/*
 * 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 "platform/graphics/BitmapImage.h"

#include "platform/Timer.h"
#include "platform/geometry/FloatRect.h"
#include "platform/graphics/GraphicsContextStateSaver.h"
#include "platform/graphics/ImageObserver.h"
#include "platform/graphics/skia/NativeImageSkia.h"
#include "platform/graphics/skia/SkiaUtils.h"
#include "wtf/CurrentTime.h"
#include "wtf/PassRefPtr.h"
#include "wtf/Vector.h"
#include "wtf/text/WTFString.h"

namespace WebCore {

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_frameCount(0)
    , m_isSolidColor(false)
    , m_checkedForSolidColor(false)
    , m_animationFinished(false)
    , m_allDataReceived(false)
    , m_haveSize(false)
    , m_sizeAvailable(false)
    , m_hasUniformFrameSize(true)
    , m_haveFrameCount(false)
{
}

BitmapImage::BitmapImage(PassRefPtr<NativeImageSkia> nativeImage, ImageObserver* observer)
    : Image(observer)
    , m_size(nativeImage->bitmap().width(), nativeImage->bitmap().height())
    , m_currentFrame(0)
    , m_frames(0)
    , m_frameTimer(0)
    , m_repetitionCount(cAnimationNone)
    , m_repetitionCountStatus(Unknown)
    , m_repetitionsComplete(0)
    , m_frameCount(1)
    , m_isSolidColor(false)
    , m_checkedForSolidColor(false)
    , m_animationFinished(true)
    , m_allDataReceived(true)
    , m_haveSize(true)
    , m_sizeAvailable(true)
    , m_haveFrameCount(true)
{
    // Since we don't have a decoder, we can't figure out the image orientation.
    // Set m_sizeRespectingOrientation to be the same as m_size so it's not 0x0.
    m_sizeRespectingOrientation = m_size;

    m_frames.grow(1);
    m_frames[0].m_hasAlpha = !nativeImage->bitmap().isOpaque();
    m_frames[0].m_frame = nativeImage;
    m_frames[0].m_haveMetadata = true;

    checkForSolidColor();
}

BitmapImage::~BitmapImage()
{
    stopAnimation();
}

bool BitmapImage::isBitmapImage() const
{
    return true;
}

void BitmapImage::destroyDecodedData(bool destroyAll)
{
    for (size_t i = 0; i < m_frames.size(); ++i) {
        // The underlying frame isn't actually changing (we're just trying to
        // save the memory for the framebuffer data), so we don't need to clear
        // the metadata.
        m_frames[i].clear(false);
    }

    destroyMetadataAndNotify(m_source.clearCacheExceptFrame(destroyAll ? kNotFound : m_currentFrame));
}

void BitmapImage::destroyDecodedDataIfNecessary()
{
    // Animated images >5MB are considered large enough that we'll only hang on
    // to one frame at a time.
    static const size_t cLargeAnimationCutoff = 5242880;
    size_t allFrameBytes = 0;
    for (size_t i = 0; i < m_frames.size(); ++i)
        allFrameBytes += m_frames[i].m_frameBytes;

    if (allFrameBytes > cLargeAnimationCutoff)
        destroyDecodedData(false);
}

void BitmapImage::destroyMetadataAndNotify(size_t frameBytesCleared)
{
    m_isSolidColor = false;
    m_checkedForSolidColor = false;

    if (frameBytesCleared && imageObserver())
        imageObserver()->decodedSizeChanged(this, -safeCast<int>(frameBytesCleared));
}

void BitmapImage::cacheFrame(size_t index)
{
    size_t numFrames = frameCount();
    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_orientation = m_source.orientationAtIndex(index);
    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);
    m_frames[index].m_frameBytes = m_source.frameBytesAtIndex(index);

    const IntSize frameSize(index ? m_source.frameSizeAtIndex(index) : m_size);
    if (frameSize != m_size)
        m_hasUniformFrameSize = false;
    if (m_frames[index].m_frame) {
        int deltaBytes = safeCast<int>(m_frames[index].m_frameBytes);
        // The fully-decoded frame will subsume the partially decoded data used
        // to determine image properties.
        if (imageObserver())
            imageObserver()->decodedSizeChanged(this, deltaBytes);
    }
}

void BitmapImage::updateSize() const
{
    if (!m_sizeAvailable || m_haveSize)
        return;

    m_size = m_source.size();
    m_sizeRespectingOrientation = m_source.size(RespectImageOrientation);
    m_haveSize = true;
}

IntSize BitmapImage::size() const
{
    updateSize();
    return m_size;
}

IntSize BitmapImage::sizeRespectingOrientation() const
{
    updateSize();
    return m_sizeRespectingOrientation;
}

IntSize BitmapImage::currentFrameSize() const
{
    if (!m_currentFrame || m_hasUniformFrameSize)
        return size();
    IntSize frameSize = m_source.frameSizeAtIndex(m_currentFrame);
    return frameSize;
}

bool BitmapImage::getHotSpot(IntPoint& hotSpot) const
{
    bool result = m_source.getHotSpot(hotSpot);
    return result;
}

bool BitmapImage::dataChanged(bool allDataReceived)
{
    TRACE_EVENT0("webkit", "BitmapImage::dataChanged");

    // Clear all partially-decoded frames. For most image formats, there is only
    // one frame, but at least GIF and ICO can have more. With GIFs, the frames
    // come in order and we ask to decode them in order, waiting to request a
    // subsequent frame until the prior one is complete. Given that we clear
    // incomplete frames here, this means there is at most one incomplete frame
    // (even if we use destroyDecodedData() -- since it doesn't reset the
    // metadata), and it is after all the complete frames.
    //
    // With ICOs, on the other hand, we may ask for arbitrary frames at
    // different times (e.g. because we're displaying a higher-resolution image
    // in the content area and using a lower-resolution one for the favicon),
    // and the frames aren't even guaranteed to appear in the file in the same
    // order as in the directory, so an arbitrary number of the frames might be
    // incomplete (if we ask for frames for which we've not yet reached the
    // start of the frame data), and any or none of them might be the particular
    // frame affected by appending new data here. Thus we have to clear all the
    // incomplete frames to be safe.
    unsigned frameBytesCleared = 0;
    for (size_t i = 0; i < m_frames.size(); ++i) {
        // NOTE: Don't call frameIsCompleteAtIndex() here, that will try to
        // decode any uncached (i.e. never-decoded or
        // cleared-on-a-previous-pass) frames!
        unsigned frameBytes = m_frames[i].m_frameBytes;
        if (m_frames[i].m_haveMetadata && !m_frames[i].m_isComplete)
            frameBytesCleared += (m_frames[i].clear(true) ? frameBytes : 0);
    }
    destroyMetadataAndNotify(frameBytesCleared);

    // Feed all the data we've seen so far to the image decoder.
    m_allDataReceived = allDataReceived;
    m_source.setData(data(), allDataReceived);

    m_haveFrameCount = false;
    m_hasUniformFrameSize = true;
    return isSizeAvailable();
}

String BitmapImage::filenameExtension() const
{
    return m_source.filenameExtension();
}

void BitmapImage::draw(GraphicsContext* ctxt, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator compositeOp, blink::WebBlendMode blendMode)
{
    draw(ctxt, dstRect, srcRect, compositeOp, blendMode, DoNotRespectImageOrientation);
}

void BitmapImage::draw(GraphicsContext* ctxt, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator compositeOp, blink::WebBlendMode blendMode, RespectImageOrientationEnum shouldRespectImageOrientation)
{
    // Spin the animation to the correct frame before we try to draw it, so we
    // don't draw an old frame and then immediately need to draw a newer one,
    // causing flicker and wasting CPU.
    startAnimation();

    RefPtr<NativeImageSkia> bm = nativeImageForCurrentFrame();
    if (!bm)
        return; // It's too early and we don't have an image yet.

    FloatRect normDstRect = adjustForNegativeSize(dstRect);
    FloatRect normSrcRect = adjustForNegativeSize(srcRect);
    normSrcRect.intersect(FloatRect(0, 0, bm->bitmap().width(), bm->bitmap().height()));

    if (normSrcRect.isEmpty() || normDstRect.isEmpty())
        return; // Nothing to draw.

    ImageOrientation orientation = DefaultImageOrientation;
    if (shouldRespectImageOrientation == RespectImageOrientation)
        orientation = frameOrientationAtIndex(m_currentFrame);

    GraphicsContextStateSaver saveContext(*ctxt, false);
    if (orientation != DefaultImageOrientation) {
        saveContext.save();

        // ImageOrientation expects the origin to be at (0, 0)
        ctxt->translate(normDstRect.x(), normDstRect.y());
        normDstRect.setLocation(FloatPoint());

        ctxt->concatCTM(orientation.transformFromDefault(normDstRect.size()));

        if (orientation.usesWidthAsHeight()) {
            // The destination rect will have it's width and height already reversed for the orientation of
            // the image, as it was needed for page layout, so we need to reverse it back here.
            normDstRect = FloatRect(normDstRect.x(), normDstRect.y(), normDstRect.height(), normDstRect.width());
        }
    }

    bm->draw(ctxt, normSrcRect, normDstRect, WebCoreCompositeToSkiaComposite(compositeOp, blendMode));

    if (ImageObserver* observer = imageObserver())
        observer->didDraw(this);
}

size_t BitmapImage::frameCount()
{
    if (!m_haveFrameCount) {
        m_frameCount = m_source.frameCount();
        // If decoder is not initialized yet, m_source.frameCount() returns 0.
        if (m_frameCount) {
            m_haveFrameCount = true;
        }
    }
    return m_frameCount;
}

bool BitmapImage::isSizeAvailable()
{
    if (m_sizeAvailable)
        return true;

    m_sizeAvailable = m_source.isSizeAvailable();

    return m_sizeAvailable;
}

bool BitmapImage::ensureFrameIsCached(size_t index)
{
    if (index >= frameCount())
        return false;

    if (index >= m_frames.size() || !m_frames[index].m_frame)
        cacheFrame(index);
    return true;
}

PassRefPtr<NativeImageSkia> BitmapImage::frameAtIndex(size_t index)
{
    if (!ensureFrameIsCached(index))
        return nullptr;
    return m_frames[index].m_frame;
}

bool BitmapImage::frameIsCompleteAtIndex(size_t index)
{
    if (index < m_frames.size() && m_frames[index].m_haveMetadata && m_frames[index].m_isComplete)
        return true;
    return m_source.frameIsCompleteAtIndex(index);
}

float BitmapImage::frameDurationAtIndex(size_t index)
{
    if (index < m_frames.size() && m_frames[index].m_haveMetadata)
        return m_frames[index].m_duration;
    return m_source.frameDurationAtIndex(index);
}

PassRefPtr<NativeImageSkia> BitmapImage::nativeImageForCurrentFrame()
{
    return frameAtIndex(currentFrame());
}

bool BitmapImage::frameHasAlphaAtIndex(size_t index)
{
    if (m_frames.size() <= index)
        return true;

    if (m_frames[index].m_haveMetadata)
        return m_frames[index].m_hasAlpha;

    return m_source.frameHasAlphaAtIndex(index);
}

bool BitmapImage::currentFrameKnownToBeOpaque()
{
    return !frameHasAlphaAtIndex(currentFrame());
}

ImageOrientation BitmapImage::currentFrameOrientation()
{
    return frameOrientationAtIndex(currentFrame());
}

ImageOrientation BitmapImage::frameOrientationAtIndex(size_t index)
{
    if (m_frames.size() <= index)
        return DefaultImageOrientation;

    if (m_frames[index].m_haveMetadata)
        return m_frames[index].m_orientation;

    return m_source.orientationAtIndex(index);
}

#if !ASSERT_DISABLED
bool BitmapImage::notSolidColor()
{
    return size().width() != 1 || size().height() != 1 || frameCount() > 1;
}
#endif



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;

    // If we aren't already animating, set now as the animation start time.
    const double time = monotonicallyIncreasingTime();
    if (!m_desiredFrameStartTime)
        m_desiredFrameStartTime = time;

    // Don't advance the animation to an incomplete frame.
    size_t nextFrame = (m_currentFrame + 1) % frameCount();
    if (!m_allDataReceived && !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;

    // 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);
    m_desiredFrameStartTime += currentDuration;

    // When an animated image is more than five minutes out of date, the
    // user probably doesn't care about resyncing and we could burn a lot of
    // time looping through frames below.  Just reset the timings.
    const double cAnimationResyncCutoff = 5 * 60;
    if ((time - m_desiredFrameStartTime) > cAnimationResyncCutoff)
        m_desiredFrameStartTime = time + currentDuration;

    // 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.), FROM_HERE);
    } 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;

    // For extremely large animations, when the animation is reset, we just throw everything away.
    destroyDecodedDataIfNecessary();
}

bool BitmapImage::maybeAnimated()
{
    if (m_animationFinished)
        return false;
    if (frameCount() > 1)
        return true;
    return m_source.repetitionCount() != cAnimationNone;
}

void BitmapImage::advanceAnimation(Timer<BitmapImage>*)
{
    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;
    bool advancedAnimation = true;
    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.
        // Note that we don't need to special-case cAnimationLoopOnce here
        // because it is 0 (see comments on its declaration in ImageSource.h).
        if (repetitionCount(true) != cAnimationLoopInfinite && m_repetitionsComplete > m_repetitionCount) {
            m_animationFinished = true;
            m_desiredFrameStartTime = 0;
            --m_currentFrame;
            advancedAnimation = false;
        } else
            m_currentFrame = 0;
    }
    destroyDecodedDataIfNecessary();

    // We need to draw this frame if we advanced to it while not skipping, or if
    // while trying to skip frames we hit the last frame and thus had to stop.
    if (skippingFrames != advancedAnimation)
        imageObserver()->animationAdvanced(this);
    return advancedAnimation;
}

void BitmapImage::checkForSolidColor()
{
    m_isSolidColor = false;
    m_checkedForSolidColor = true;

    if (frameCount() > 1)
        return;

    RefPtr<NativeImageSkia> frame = frameAtIndex(0);

    if (frame && size().width() == 1 && size().height() == 1) {
        SkAutoLockPixels lock(frame->bitmap());
        if (!frame->bitmap().getPixels())
            return;

        m_isSolidColor = true;
        m_solidColor = Color(frame->bitmap().getColor(0, 0));
    }
}

bool BitmapImage::mayFillWithSolidColor()
{
    if (!m_checkedForSolidColor && frameCount() > 0) {
        checkForSolidColor();
        ASSERT(m_checkedForSolidColor);
    }
    return m_isSolidColor && !m_currentFrame;
}

Color BitmapImage::solidColor() const
{
    return m_solidColor;
}

}

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