summaryrefslogtreecommitdiffstats
path: root/image/FrameAnimator.cpp
blob: 8c29b5636afcd5c36a898d9aeca9b180a1f78588 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
/* -*- 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 "FrameAnimator.h"

#include "mozilla/MemoryReporting.h"
#include "mozilla/Move.h"
#include "imgIContainer.h"
#include "LookupResult.h"
#include "MainThreadUtils.h"
#include "RasterImage.h"

#include "pixman.h"

namespace mozilla {

using namespace gfx;

namespace image {

///////////////////////////////////////////////////////////////////////////////
// AnimationState implementation.
///////////////////////////////////////////////////////////////////////////////

void
AnimationState::SetDoneDecoding(bool aDone)
{
  mDoneDecoding = aDone;
}

void
AnimationState::ResetAnimation()
{
  mCurrentAnimationFrameIndex = 0;
}

void
AnimationState::SetAnimationMode(uint16_t aAnimationMode)
{
  mAnimationMode = aAnimationMode;
}

void
AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount)
{
  if (aFrameCount <= mFrameCount) {
    // Nothing to do. Since we can redecode animated images, we may see the same
    // sequence of updates replayed again, so seeing a smaller frame count than
    // what we already know about doesn't indicate an error.
    return;
  }

  MOZ_ASSERT(!mDoneDecoding, "Adding new frames after decoding is finished?");
  MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?");

  mFrameCount = aFrameCount;
}

Maybe<uint32_t>
AnimationState::FrameCount() const
{
  return mDoneDecoding ? Some(mFrameCount) : Nothing();
}

void
AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea)
{
  mFirstFrameRefreshArea = aRefreshArea;
}

void
AnimationState::InitAnimationFrameTimeIfNecessary()
{
  if (mCurrentAnimationFrameTime.IsNull()) {
    mCurrentAnimationFrameTime = TimeStamp::Now();
  }
}

void
AnimationState::SetAnimationFrameTime(const TimeStamp& aTime)
{
  mCurrentAnimationFrameTime = aTime;
}

uint32_t
AnimationState::GetCurrentAnimationFrameIndex() const
{
  return mCurrentAnimationFrameIndex;
}

FrameTimeout
AnimationState::LoopLength() const
{
  // If we don't know the loop length yet, we have to treat it as infinite.
  if (!mLoopLength) {
    return FrameTimeout::Forever();
  }

  MOZ_ASSERT(mDoneDecoding, "We know the loop length but decoding isn't done?");

  // If we're not looping, a single loop time has no meaning.
  if (mAnimationMode != imgIContainer::kNormalAnimMode) {
    return FrameTimeout::Forever();
  }

  return *mLoopLength;
}


///////////////////////////////////////////////////////////////////////////////
// FrameAnimator implementation.
///////////////////////////////////////////////////////////////////////////////

TimeStamp
FrameAnimator::GetCurrentImgFrameEndTime(AnimationState& aState) const
{
  TimeStamp currentFrameTime = aState.mCurrentAnimationFrameTime;
  FrameTimeout timeout = GetTimeoutForFrame(aState.mCurrentAnimationFrameIndex);

  if (timeout == FrameTimeout::Forever()) {
    // We need to return a sentinel value in this case, because our logic
    // doesn't work correctly if we have an infinitely long timeout. We use one
    // year in the future as the sentinel because it works with the loop in
    // RequestRefresh() below.
    // XXX(seth): It'd be preferable to make our logic work correctly with
    // infinitely long timeouts.
    return TimeStamp::NowLoRes() +
           TimeDuration::FromMilliseconds(31536000.0);
  }

  TimeDuration durationOfTimeout =
    TimeDuration::FromMilliseconds(double(timeout.AsMilliseconds()));
  TimeStamp currentFrameEndTime = currentFrameTime + durationOfTimeout;

  return currentFrameEndTime;
}

RefreshResult
FrameAnimator::AdvanceFrame(AnimationState& aState, TimeStamp aTime)
{
  NS_ASSERTION(aTime <= TimeStamp::Now(),
               "Given time appears to be in the future");
  PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS);

  RefreshResult ret;

  // Determine what the next frame is, taking into account looping.
  uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex;
  uint32_t nextFrameIndex = currentFrameIndex + 1;

  // Check if we're at the end of the loop. (FrameCount() returns Nothing() if
  // we don't know the total count yet.)
  if (aState.FrameCount() == Some(nextFrameIndex)) {
    // If we are not looping forever, initialize the loop counter
    if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) {
      aState.mLoopRemainingCount = aState.LoopCount();
    }

    // If animation mode is "loop once", or we're at end of loop counter,
    // it's time to stop animating.
    if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
        aState.mLoopRemainingCount == 0) {
      ret.mAnimationFinished = true;
    }

    nextFrameIndex = 0;

    if (aState.mLoopRemainingCount > 0) {
      aState.mLoopRemainingCount--;
    }

    // If we're done, exit early.
    if (ret.mAnimationFinished) {
      return ret;
    }
  }

  if (nextFrameIndex >= aState.KnownFrameCount()) {
    // We've already advanced to the last decoded frame, nothing more we can do.
    // We're blocked by network/decoding from displaying the animation at the
    // rate specified, so that means the frame we are displaying (the latest
    // available) is the frame we want to be displaying at this time. So we
    // update the current animation time. If we didn't update the current
    // animation time then it could lag behind, which would indicate that we are
    // behind in the animation and should try to catch up. When we are done
    // decoding (and thus can loop around back to the start of the animation) we
    // would then jump to a random point in the animation to try to catch up.
    // But we were never behind in the animation.
    aState.mCurrentAnimationFrameTime = aTime;
    return ret;
  }

  // There can be frames in the surface cache with index >= KnownFrameCount()
  // which GetRawFrame() can access because an async decoder has decoded them,
  // but which AnimationState doesn't know about yet because we haven't received
  // the appropriate notification on the main thread. Make sure we stay in sync
  // with AnimationState.
  MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount());
  RawAccessFrameRef nextFrame = GetRawFrame(nextFrameIndex);

  // We should always check to see if we have the next frame even if we have
  // previously finished decoding. If we needed to redecode (e.g. due to a draw
  // failure) we would have discarded all the old frames and may not yet have
  // the new ones.
  if (!nextFrame || !nextFrame->IsFinished()) {
    // Uh oh, the frame we want to show is currently being decoded (partial)
    // Wait until the next refresh driver tick and try again
    return ret;
  }

  if (GetTimeoutForFrame(nextFrameIndex) == FrameTimeout::Forever()) {
    ret.mAnimationFinished = true;
  }

  if (nextFrameIndex == 0) {
    ret.mDirtyRect = aState.FirstFrameRefreshArea();
  } else {
    MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1);

    // Change frame
    if (!DoBlend(&ret.mDirtyRect, currentFrameIndex, nextFrameIndex)) {
      // something went wrong, move on to next
      NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed");
      nextFrame->SetCompositingFailed(true);
      aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState);
      aState.mCurrentAnimationFrameIndex = nextFrameIndex;

      return ret;
    }

    nextFrame->SetCompositingFailed(false);
  }

  aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState);

  // If we can get closer to the current time by a multiple of the image's loop
  // time, we should. We can only do this if we're done decoding; otherwise, we
  // don't know the full loop length, and LoopLength() will have to return
  // FrameTimeout::Forever().
  FrameTimeout loopTime = aState.LoopLength();
  if (loopTime != FrameTimeout::Forever()) {
    TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime;
    if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) {
      // Explicitly use integer division to get the floor of the number of
      // loops.
      uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds())
                     / loopTime.AsMilliseconds();
      aState.mCurrentAnimationFrameTime +=
        TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds());
    }
  }

  // Set currentAnimationFrameIndex at the last possible moment
  aState.mCurrentAnimationFrameIndex = nextFrameIndex;

  // If we're here, we successfully advanced the frame.
  ret.mFrameAdvanced = true;

  return ret;
}

RefreshResult
FrameAnimator::RequestRefresh(AnimationState& aState, const TimeStamp& aTime)
{
  // only advance the frame if the current time is greater than or
  // equal to the current frame's end time.
  TimeStamp currentFrameEndTime = GetCurrentImgFrameEndTime(aState);

  // By default, an empty RefreshResult.
  RefreshResult ret;

  while (currentFrameEndTime <= aTime) {
    TimeStamp oldFrameEndTime = currentFrameEndTime;

    RefreshResult frameRes = AdvanceFrame(aState, aTime);

    // Accumulate our result for returning to callers.
    ret.Accumulate(frameRes);

    currentFrameEndTime = GetCurrentImgFrameEndTime(aState);

    // If we didn't advance a frame, and our frame end time didn't change,
    // then we need to break out of this loop & wait for the frame(s)
    // to finish downloading.
    if (!frameRes.mFrameAdvanced && (currentFrameEndTime == oldFrameEndTime)) {
      break;
    }
  }

  return ret;
}

LookupResult
FrameAnimator::GetCompositedFrame(uint32_t aFrameNum)
{
  // If we have a composited version of this frame, return that.
  if (mLastCompositedFrameIndex == int32_t(aFrameNum)) {
    return LookupResult(DrawableSurface(mCompositingFrame->DrawableRef()),
                        MatchType::EXACT);
  }

  // Otherwise return the raw frame. DoBlend is required to ensure that we only
  // hit this case if the frame is not paletted and doesn't require compositing.
  LookupResult result =
    SurfaceCache::Lookup(ImageKey(mImage),
                         RasterSurfaceKey(mSize,
                                          DefaultSurfaceFlags(),
                                          PlaybackType::eAnimated));
  if (!result) {
    return result;
  }

  // Seek to the appropriate frame. If seeking fails, it means that we couldn't
  // get the frame we're looking for; treat this as if the lookup failed.
  if (NS_FAILED(result.Surface().Seek(aFrameNum))) {
    return LookupResult(MatchType::NOT_FOUND);
  }

  MOZ_ASSERT(!result.Surface()->GetIsPaletted(),
             "About to return a paletted frame");

  return result;
}

FrameTimeout
FrameAnimator::GetTimeoutForFrame(uint32_t aFrameNum) const
{
  RawAccessFrameRef frame = GetRawFrame(aFrameNum);
  if (frame) {
    AnimationData data = frame->GetAnimationData();
    return data.mTimeout;
  }

  NS_WARNING("No frame; called GetTimeoutForFrame too early?");
  return FrameTimeout::FromRawMilliseconds(100);
}

static void
DoCollectSizeOfCompositingSurfaces(const RawAccessFrameRef& aSurface,
                                   SurfaceMemoryCounterType aType,
                                   nsTArray<SurfaceMemoryCounter>& aCounters,
                                   MallocSizeOf aMallocSizeOf)
{
  // Concoct a SurfaceKey for this surface.
  SurfaceKey key = RasterSurfaceKey(aSurface->GetImageSize(),
                                    DefaultSurfaceFlags(),
                                    PlaybackType::eStatic);

  // Create a counter for this surface.
  SurfaceMemoryCounter counter(key, /* aIsLocked = */ true, aType);

  // Extract the surface's memory usage information.
  size_t heap = 0, nonHeap = 0;
  aSurface->AddSizeOfExcludingThis(aMallocSizeOf, heap, nonHeap);
  counter.Values().SetDecodedHeap(heap);
  counter.Values().SetDecodedNonHeap(nonHeap);

  // Record it.
  aCounters.AppendElement(counter);
}

void
FrameAnimator::CollectSizeOfCompositingSurfaces(
    nsTArray<SurfaceMemoryCounter>& aCounters,
    MallocSizeOf aMallocSizeOf) const
{
  if (mCompositingFrame) {
    DoCollectSizeOfCompositingSurfaces(mCompositingFrame,
                                       SurfaceMemoryCounterType::COMPOSITING,
                                       aCounters,
                                       aMallocSizeOf);
  }

  if (mCompositingPrevFrame) {
    DoCollectSizeOfCompositingSurfaces(mCompositingPrevFrame,
                                       SurfaceMemoryCounterType::COMPOSITING_PREV,
                                       aCounters,
                                       aMallocSizeOf);
  }
}

RawAccessFrameRef
FrameAnimator::GetRawFrame(uint32_t aFrameNum) const
{
  LookupResult result =
    SurfaceCache::Lookup(ImageKey(mImage),
                         RasterSurfaceKey(mSize,
                                          DefaultSurfaceFlags(),
                                          PlaybackType::eAnimated));
  if (!result) {
    return RawAccessFrameRef();
  }

  // Seek to the frame we want. If seeking fails, it means we couldn't get the
  // frame we're looking for, so we bail here to avoid returning the wrong frame
  // to the caller.
  if (NS_FAILED(result.Surface().Seek(aFrameNum))) {
    return RawAccessFrameRef();  // Not available yet.
  }

  return result.Surface()->RawAccessRef();
}

//******************************************************************************
// DoBlend gets called when the timer for animation get fired and we have to
// update the composited frame of the animation.
bool
FrameAnimator::DoBlend(IntRect* aDirtyRect,
                       uint32_t aPrevFrameIndex,
                       uint32_t aNextFrameIndex)
{
  RawAccessFrameRef prevFrame = GetRawFrame(aPrevFrameIndex);
  RawAccessFrameRef nextFrame = GetRawFrame(aNextFrameIndex);

  MOZ_ASSERT(prevFrame && nextFrame, "Should have frames here");

  AnimationData prevFrameData = prevFrame->GetAnimationData();
  if (prevFrameData.mDisposalMethod == DisposalMethod::RESTORE_PREVIOUS &&
      !mCompositingPrevFrame) {
    prevFrameData.mDisposalMethod = DisposalMethod::CLEAR;
  }

  IntRect prevRect = prevFrameData.mBlendRect
                   ? prevFrameData.mRect.Intersect(*prevFrameData.mBlendRect)
                   : prevFrameData.mRect;

  bool isFullPrevFrame = prevRect.x == 0 && prevRect.y == 0 &&
                         prevRect.width == mSize.width &&
                         prevRect.height == mSize.height;

  // Optimization: DisposeClearAll if the previous frame is the same size as
  //               container and it's clearing itself
  if (isFullPrevFrame &&
      (prevFrameData.mDisposalMethod == DisposalMethod::CLEAR)) {
    prevFrameData.mDisposalMethod = DisposalMethod::CLEAR_ALL;
  }

  AnimationData nextFrameData = nextFrame->GetAnimationData();

  IntRect nextRect = nextFrameData.mBlendRect
                   ? nextFrameData.mRect.Intersect(*nextFrameData.mBlendRect)
                   : nextFrameData.mRect;

  bool isFullNextFrame = nextRect.x == 0 && nextRect.y == 0 &&
                         nextRect.width == mSize.width &&
                         nextRect.height == mSize.height;

  if (!nextFrame->GetIsPaletted()) {
    // Optimization: Skip compositing if the previous frame wants to clear the
    //               whole image
    if (prevFrameData.mDisposalMethod == DisposalMethod::CLEAR_ALL) {
      aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
      return true;
    }

    // Optimization: Skip compositing if this frame is the same size as the
    //               container and it's fully drawing over prev frame (no alpha)
    if (isFullNextFrame &&
        (nextFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) &&
        !nextFrameData.mHasAlpha) {
      aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
      return true;
    }
  }

  // Calculate area that needs updating
  switch (prevFrameData.mDisposalMethod) {
    default:
      MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod");
    case DisposalMethod::NOT_SPECIFIED:
    case DisposalMethod::KEEP:
      *aDirtyRect = nextRect;
      break;

    case DisposalMethod::CLEAR_ALL:
      // Whole image container is cleared
      aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
      break;

    case DisposalMethod::CLEAR:
      // Calc area that needs to be redrawn (the combination of previous and
      // this frame)
      // XXX - This could be done with multiple framechanged calls
      //       Having prevFrame way at the top of the image, and nextFrame
      //       way at the bottom, and both frames being small, we'd be
      //       telling framechanged to refresh the whole image when only two
      //       small areas are needed.
      aDirtyRect->UnionRect(nextRect, prevRect);
      break;

    case DisposalMethod::RESTORE_PREVIOUS:
      aDirtyRect->SetRect(0, 0, mSize.width, mSize.height);
      break;
  }

  // Optimization:
  //   Skip compositing if the last composited frame is this frame
  //   (Only one composited frame was made for this animation.  Example:
  //    Only Frame 3 of a 10 frame image required us to build a composite frame
  //    On the second loop, we do not need to rebuild the frame
  //    since it's still sitting in compositingFrame)
  if (mLastCompositedFrameIndex == int32_t(aNextFrameIndex)) {
    return true;
  }

  bool needToBlankComposite = false;

  // Create the Compositing Frame
  if (!mCompositingFrame) {
    RefPtr<imgFrame> newFrame = new imgFrame;
    nsresult rv = newFrame->InitForDecoder(mSize,
                                           SurfaceFormat::B8G8R8A8);
    if (NS_FAILED(rv)) {
      mCompositingFrame.reset();
      return false;
    }
    mCompositingFrame = newFrame->RawAccessRef();
    needToBlankComposite = true;
  } else if (int32_t(aNextFrameIndex) != mLastCompositedFrameIndex+1) {

    // If we are not drawing on top of last composited frame,
    // then we are building a new composite frame, so let's clear it first.
    needToBlankComposite = true;
  }

  AnimationData compositingFrameData = mCompositingFrame->GetAnimationData();

  // More optimizations possible when next frame is not transparent
  // But if the next frame has DisposalMethod::RESTORE_PREVIOUS,
  // this "no disposal" optimization is not possible,
  // because the frame in "after disposal operation" state
  // needs to be stored in compositingFrame, so it can be
  // copied into compositingPrevFrame later.
  bool doDisposal = true;
  if (!nextFrameData.mHasAlpha &&
      nextFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS) {
    if (isFullNextFrame) {
      // Optimization: No need to dispose prev.frame when
      // next frame is full frame and not transparent.
      doDisposal = false;
      // No need to blank the composite frame
      needToBlankComposite = false;
    } else {
      if ((prevRect.x >= nextRect.x) && (prevRect.y >= nextRect.y) &&
          (prevRect.x + prevRect.width <= nextRect.x + nextRect.width) &&
          (prevRect.y + prevRect.height <= nextRect.y + nextRect.height)) {
        // Optimization: No need to dispose prev.frame when
        // next frame fully overlaps previous frame.
        doDisposal = false;
      }
    }
  }

  if (doDisposal) {
    // Dispose of previous: clear, restore, or keep (copy)
    switch (prevFrameData.mDisposalMethod) {
      case DisposalMethod::CLEAR:
        if (needToBlankComposite) {
          // If we just created the composite, it could have anything in its
          // buffer. Clear whole frame
          ClearFrame(compositingFrameData.mRawData,
                     compositingFrameData.mRect);
        } else {
          // Only blank out previous frame area (both color & Mask/Alpha)
          ClearFrame(compositingFrameData.mRawData,
                     compositingFrameData.mRect,
                     prevRect);
        }
        break;

      case DisposalMethod::CLEAR_ALL:
        ClearFrame(compositingFrameData.mRawData,
                   compositingFrameData.mRect);
        break;

      case DisposalMethod::RESTORE_PREVIOUS:
        // It would be better to copy only the area changed back to
        // compositingFrame.
        if (mCompositingPrevFrame) {
          AnimationData compositingPrevFrameData =
            mCompositingPrevFrame->GetAnimationData();

          CopyFrameImage(compositingPrevFrameData.mRawData,
                         compositingPrevFrameData.mRect,
                         compositingFrameData.mRawData,
                         compositingFrameData.mRect);

          // destroy only if we don't need it for this frame's disposal
          if (nextFrameData.mDisposalMethod !=
              DisposalMethod::RESTORE_PREVIOUS) {
            mCompositingPrevFrame.reset();
          }
        } else {
          ClearFrame(compositingFrameData.mRawData,
                     compositingFrameData.mRect);
        }
        break;

      default:
        MOZ_FALLTHROUGH_ASSERT("Unexpected DisposalMethod");
      case DisposalMethod::NOT_SPECIFIED:
      case DisposalMethod::KEEP:
        // Copy previous frame into compositingFrame before we put the new
        // frame on top
        // Assumes that the previous frame represents a full frame (it could be
        // smaller in size than the container, as long as the frame before it
        // erased itself)
        // Note: Frame 1 never gets into DoBlend(), so (aNextFrameIndex - 1)
        // will always be a valid frame number.
        if (mLastCompositedFrameIndex != int32_t(aNextFrameIndex - 1)) {
          if (isFullPrevFrame && !prevFrame->GetIsPaletted()) {
            // Just copy the bits
            CopyFrameImage(prevFrameData.mRawData,
                           prevRect,
                           compositingFrameData.mRawData,
                           compositingFrameData.mRect);
          } else {
            if (needToBlankComposite) {
              // Only blank composite when prev is transparent or not full.
              if (prevFrameData.mHasAlpha || !isFullPrevFrame) {
                ClearFrame(compositingFrameData.mRawData,
                           compositingFrameData.mRect);
              }
            }
            DrawFrameTo(prevFrameData.mRawData, prevFrameData.mRect,
                        prevFrameData.mPaletteDataLength,
                        prevFrameData.mHasAlpha,
                        compositingFrameData.mRawData,
                        compositingFrameData.mRect,
                        prevFrameData.mBlendMethod,
                        prevFrameData.mBlendRect);
          }
        }
    }
  } else if (needToBlankComposite) {
    // If we just created the composite, it could have anything in its
    // buffers. Clear them
    ClearFrame(compositingFrameData.mRawData,
               compositingFrameData.mRect);
  }

  // Check if the frame we are composing wants the previous image restored after
  // it is done. Don't store it (again) if last frame wanted its image restored
  // too
  if ((nextFrameData.mDisposalMethod == DisposalMethod::RESTORE_PREVIOUS) &&
      (prevFrameData.mDisposalMethod != DisposalMethod::RESTORE_PREVIOUS)) {
    // We are storing the whole image.
    // It would be better if we just stored the area that nextFrame is going to
    // overwrite.
    if (!mCompositingPrevFrame) {
      RefPtr<imgFrame> newFrame = new imgFrame;
      nsresult rv = newFrame->InitForDecoder(mSize,
                                             SurfaceFormat::B8G8R8A8);
      if (NS_FAILED(rv)) {
        mCompositingPrevFrame.reset();
        return false;
      }

      mCompositingPrevFrame = newFrame->RawAccessRef();
    }

    AnimationData compositingPrevFrameData =
      mCompositingPrevFrame->GetAnimationData();

    CopyFrameImage(compositingFrameData.mRawData,
                   compositingFrameData.mRect,
                   compositingPrevFrameData.mRawData,
                   compositingPrevFrameData.mRect);

    mCompositingPrevFrame->Finish();
  }

  // blit next frame into it's correct spot
  DrawFrameTo(nextFrameData.mRawData, nextFrameData.mRect,
              nextFrameData.mPaletteDataLength,
              nextFrameData.mHasAlpha,
              compositingFrameData.mRawData,
              compositingFrameData.mRect,
              nextFrameData.mBlendMethod,
              nextFrameData.mBlendRect);

  // Tell the image that it is fully 'downloaded'.
  mCompositingFrame->Finish();

  mLastCompositedFrameIndex = int32_t(aNextFrameIndex);

  return true;
}

//******************************************************************************
// Fill aFrame with black. Does also clears the mask.
void
FrameAnimator::ClearFrame(uint8_t* aFrameData, const IntRect& aFrameRect)
{
  if (!aFrameData) {
    return;
  }

  memset(aFrameData, 0, aFrameRect.width * aFrameRect.height * 4);
}

//******************************************************************************
void
FrameAnimator::ClearFrame(uint8_t* aFrameData, const IntRect& aFrameRect,
                          const IntRect& aRectToClear)
{
  if (!aFrameData || aFrameRect.width <= 0 || aFrameRect.height <= 0 ||
      aRectToClear.width <= 0 || aRectToClear.height <= 0) {
    return;
  }

  IntRect toClear = aFrameRect.Intersect(aRectToClear);
  if (toClear.IsEmpty()) {
    return;
  }

  uint32_t bytesPerRow = aFrameRect.width * 4;
  for (int row = toClear.y; row < toClear.y + toClear.height; ++row) {
    memset(aFrameData + toClear.x * 4 + row * bytesPerRow, 0,
           toClear.width * 4);
  }
}

//******************************************************************************
// Whether we succeed or fail will not cause a crash, and there's not much
// we can do about a failure, so there we don't return a nsresult
bool
FrameAnimator::CopyFrameImage(const uint8_t* aDataSrc,
                              const IntRect& aRectSrc,
                              uint8_t* aDataDest,
                              const IntRect& aRectDest)
{
  uint32_t dataLengthSrc = aRectSrc.width * aRectSrc.height * 4;
  uint32_t dataLengthDest = aRectDest.width * aRectDest.height * 4;

  if (!aDataDest || !aDataSrc || dataLengthSrc != dataLengthDest) {
    return false;
  }

  memcpy(aDataDest, aDataSrc, dataLengthDest);

  return true;
}

nsresult
FrameAnimator::DrawFrameTo(const uint8_t* aSrcData, const IntRect& aSrcRect,
                           uint32_t aSrcPaletteLength, bool aSrcHasAlpha,
                           uint8_t* aDstPixels, const IntRect& aDstRect,
                           BlendMethod aBlendMethod, const Maybe<IntRect>& aBlendRect)
{
  NS_ENSURE_ARG_POINTER(aSrcData);
  NS_ENSURE_ARG_POINTER(aDstPixels);

  // According to both AGIF and APNG specs, offsets are unsigned
  if (aSrcRect.x < 0 || aSrcRect.y < 0) {
    NS_WARNING("FrameAnimator::DrawFrameTo: negative offsets not allowed");
    return NS_ERROR_FAILURE;
  }
  // Outside the destination frame, skip it
  if ((aSrcRect.x > aDstRect.width) || (aSrcRect.y > aDstRect.height)) {
    return NS_OK;
  }

  if (aSrcPaletteLength) {
    // Larger than the destination frame, clip it
    int32_t width = std::min(aSrcRect.width, aDstRect.width - aSrcRect.x);
    int32_t height = std::min(aSrcRect.height, aDstRect.height - aSrcRect.y);

    // The clipped image must now fully fit within destination image frame
    NS_ASSERTION((aSrcRect.x >= 0) && (aSrcRect.y >= 0) &&
                 (aSrcRect.x + width <= aDstRect.width) &&
                 (aSrcRect.y + height <= aDstRect.height),
                "FrameAnimator::DrawFrameTo: Invalid aSrcRect");

    // clipped image size may be smaller than source, but not larger
    NS_ASSERTION((width <= aSrcRect.width) && (height <= aSrcRect.height),
      "FrameAnimator::DrawFrameTo: source must be smaller than dest");

    // Get pointers to image data
    const uint8_t* srcPixels = aSrcData + aSrcPaletteLength;
    uint32_t* dstPixels = reinterpret_cast<uint32_t*>(aDstPixels);
    const uint32_t* colormap = reinterpret_cast<const uint32_t*>(aSrcData);

    // Skip to the right offset
    dstPixels += aSrcRect.x + (aSrcRect.y * aDstRect.width);
    if (!aSrcHasAlpha) {
      for (int32_t r = height; r > 0; --r) {
        for (int32_t c = 0; c < width; c++) {
          dstPixels[c] = colormap[srcPixels[c]];
        }
        // Go to the next row in the source resp. destination image
        srcPixels += aSrcRect.width;
        dstPixels += aDstRect.width;
      }
    } else {
      for (int32_t r = height; r > 0; --r) {
        for (int32_t c = 0; c < width; c++) {
          const uint32_t color = colormap[srcPixels[c]];
          if (color) {
            dstPixels[c] = color;
          }
        }
        // Go to the next row in the source resp. destination image
        srcPixels += aSrcRect.width;
        dstPixels += aDstRect.width;
      }
    }
  } else {
    pixman_image_t* src =
      pixman_image_create_bits(
          aSrcHasAlpha ? PIXMAN_a8r8g8b8 : PIXMAN_x8r8g8b8,
          aSrcRect.width, aSrcRect.height,
          reinterpret_cast<uint32_t*>(const_cast<uint8_t*>(aSrcData)),
          aSrcRect.width * 4);
    if (!src) {
      return NS_ERROR_OUT_OF_MEMORY;
    }
    pixman_image_t* dst =
      pixman_image_create_bits(PIXMAN_a8r8g8b8,
                               aDstRect.width,
                               aDstRect.height,
                               reinterpret_cast<uint32_t*>(aDstPixels),
                               aDstRect.width * 4);
    if (!dst) {
      pixman_image_unref(src);
      return NS_ERROR_OUT_OF_MEMORY;
    }

    // XXX(seth): This is inefficient but we'll remove it quite soon when we
    // move frame compositing into SurfacePipe. For now we need this because
    // RemoveFrameRectFilter has transformed PNG frames with frame rects into
    // imgFrame's with no frame rects, but with a region of 0 alpha where the
    // frame rect should be. This works really nicely if we're using
    // BlendMethod::OVER, but BlendMethod::SOURCE will result in that frame rect
    // area overwriting the previous frame, which makes the animation look
    // wrong. This quick hack fixes that by first compositing the whle new frame
    // with BlendMethod::OVER, and then recopying the area that uses
    // BlendMethod::SOURCE if needed. To make this work, the decoder has to
    // provide a "blend rect" that tells us where to do this. This is just the
    // frame rect, but hidden in a way that makes it invisible to most of the
    // system, so we can keep eliminating dependencies on it.
    auto op = aBlendMethod == BlendMethod::SOURCE ? PIXMAN_OP_SRC
                                                  : PIXMAN_OP_OVER;

    if (aBlendMethod == BlendMethod::OVER || !aBlendRect ||
        (aBlendMethod == BlendMethod::SOURCE && aSrcRect.IsEqualEdges(*aBlendRect))) {
      // We don't need to do anything clever. (Or, in the case where no blend
      // rect was specified, we can't.)
      pixman_image_composite32(op,
                               src,
                               nullptr,
                               dst,
                               0, 0,
                               0, 0,
                               aSrcRect.x, aSrcRect.y,
                               aSrcRect.width, aSrcRect.height);
    } else {
      // We need to do the OVER followed by SOURCE trick above.
      pixman_image_composite32(PIXMAN_OP_OVER,
                               src,
                               nullptr,
                               dst,
                               0, 0,
                               0, 0,
                               aSrcRect.x, aSrcRect.y,
                               aSrcRect.width, aSrcRect.height);
      pixman_image_composite32(PIXMAN_OP_SRC,
                               src,
                               nullptr,
                               dst,
                               aBlendRect->x, aBlendRect->y,
                               0, 0,
                               aBlendRect->x, aBlendRect->y,
                               aBlendRect->width, aBlendRect->height);
    }

    pixman_image_unref(src);
    pixman_image_unref(dst);
  }

  return NS_OK;
}

} // namespace image
} // namespace mozilla