/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// CLASS HEADER
#include "rolling-animated-image-cache.h"
-// EXTERNAL HEADERS
-
// INTERNAL HEADERS
#include <dali-toolkit/devel-api/image-loader/texture-manager.h>
#include <dali-toolkit/internal/visuals/image-atlas-manager.h> // For ImageAtlasManagerPtr
#if defined(DEBUG_ENABLED)
Debug::Filter* gAnimImgLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_ANIMATED_IMAGE");
-#define LOG_CACHE \
- { \
- std::ostringstream oss; \
- oss << "Size:" << mQueue.Count() << " [ "; \
- for(std::size_t _i = 0; _i < mQueue.Count(); ++_i) \
- { \
- oss << _i << "={ frm#: " << mQueue[_i].mFrameNumber << " tex: " << mImageUrls[mQueue[_i].mFrameNumber].mTextureId << "}, "; \
- } \
- oss << " ]" << std::endl; \
- DALI_LOG_INFO(gAnimImgLogFilter, Debug::Concise, "%s", oss.str().c_str()); \
+#define LOG_CACHE \
+ if(gAnimImgLogFilter->IsEnabledFor(Debug::Concise)) \
+ { \
+ std::ostringstream oss; \
+ oss << "Size:" << mQueue.Count() << " [ "; \
+ for(std::size_t _i = 0; _i < mQueue.Count(); ++_i) \
+ { \
+ oss << _i << "={ frm#: " << mQueue[_i].mFrameNumber << " tex: " << mTextureIds[mQueue[_i].mFrameNumber] << "}, "; \
+ } \
+ oss << " ]" << std::endl; \
+ DALI_LOG_INFO(gAnimImgLogFilter, Debug::Concise, "%s", oss.str().c_str()); \
}
#else
#define LOG_CACHE
#endif
-const bool ENABLE_ORIENTATION_CORRECTION(true);
+static constexpr bool ENABLE_ORIENTATION_CORRECTION(true);
} // namespace
{
namespace Internal
{
-RollingAnimatedImageCache::RollingAnimatedImageCache(
- TextureManager& textureManager, AnimatedImageLoading& animatedImageLoading, uint32_t frameCount, ImageCache::FrameReadyObserver& observer, uint16_t cacheSize, uint16_t batchSize, bool isSynchronousLoading)
-: ImageCache(textureManager, observer, batchSize),
+namespace
+{
+static constexpr uint32_t SINGLE_IMAGE_COUNT = 1u;
+static constexpr uint32_t FIRST_FRAME_INDEX = 0u;
+} // namespace
+
+RollingAnimatedImageCache::RollingAnimatedImageCache(TextureManager& textureManager,
+ AnimatedImageLoading& animatedImageLoading,
+ TextureManager::MaskingDataPointer& maskingData,
+ ImageCache::FrameReadyObserver& observer,
+ uint16_t cacheSize,
+ uint16_t batchSize,
+ const Dali::WrapMode::Type& wrapModeU,
+ const Dali::WrapMode::Type& wrapModeV,
+ bool isSynchronousLoading,
+ bool preMultiplyOnLoad)
+: ImageCache(textureManager, maskingData, observer, batchSize, 0u),
+ mImageUrl(animatedImageLoading.GetUrl()),
mAnimatedImageLoading(animatedImageLoading),
- mFrameCount(frameCount),
- mFrameIndex(0),
+ mFrameCount(SINGLE_IMAGE_COUNT),
+ mFrameIndex(FIRST_FRAME_INDEX),
mCacheSize(cacheSize),
mQueue(cacheSize),
+ mWrapModeU(wrapModeU),
+ mWrapModeV(wrapModeV),
mIsSynchronousLoading(isSynchronousLoading),
- mOnLoading(false)
+ mPreMultiplyOnLoad(preMultiplyOnLoad)
{
- mImageUrls.resize(mFrameCount);
+ mTextureIds.resize(mFrameCount);
mIntervals.assign(mFrameCount, 0);
- LoadBatch();
}
RollingAnimatedImageCache::~RollingAnimatedImageCache()
{
- if(mTextureManagerAlive)
- {
- while(!mQueue.IsEmpty())
- {
- ImageFrame imageFrame = mQueue.PopFront();
- mTextureManager.Remove(mImageUrls[imageFrame.mFrameNumber].mTextureId, this);
- }
- }
+ ClearCache();
+ mAnimatedImageLoading.Reset();
}
TextureSet RollingAnimatedImageCache::Frame(uint32_t frameIndex)
bool popExist = false;
while(!mQueue.IsEmpty() && mQueue.Front().mFrameNumber != frameIndex)
{
- ImageFrame imageFrame = mQueue.PopFront();
- mTextureManager.Remove(mImageUrls[imageFrame.mFrameNumber].mTextureId, this);
- mImageUrls[imageFrame.mFrameNumber].mTextureId = TextureManager::INVALID_TEXTURE_ID;
- popExist = true;
+ PopFrontCache();
+ popExist = true;
}
TextureSet textureSet;
+ uint32_t batchFrameIndex = frameIndex;
// If we need to load new frame that are not stored in queue.
// Load the frame synchronously.
+ bool synchronouslyLoaded = false;
if(mIsSynchronousLoading && mQueue.IsEmpty())
{
- bool synchronousLoading = true;
- textureSet = mTextureManager.LoadAnimatedImageTexture(mAnimatedImageLoading, frameIndex, SamplingMode::BOX_THEN_LINEAR, synchronousLoading, mImageUrls[frameIndex].mTextureId, Dali::WrapMode::Type::DEFAULT, Dali::WrapMode::Type::DEFAULT, this);
- mFrameIndex = (frameIndex + 1) % mFrameCount;
+ textureSet = RequestFrameLoading(frameIndex, true);
+ batchFrameIndex = (frameIndex + 1) % mFrameCount;
+ uint32_t interval = 0u;
+ if(textureSet)
+ {
+ synchronouslyLoaded = true;
+ interval = mAnimatedImageLoading.GetFrameInterval(mQueue.Back().mFrameNumber);
+ }
+ MakeFrameReady(synchronouslyLoaded, textureSet, interval);
}
- if(popExist || mQueue.IsEmpty())
+ if(popExist || mQueue.IsEmpty() || synchronouslyLoaded)
{
// If the frame of frameIndex was already loaded, load batch from the last frame of queue
if(!mQueue.IsEmpty())
{
if(!mLoadWaitingQueue.empty())
{
- mFrameIndex = (mLoadWaitingQueue.back() + 1) % mFrameCount;
+ batchFrameIndex = (mLoadWaitingQueue.back() + 1) % mFrameCount;
}
else
{
- mFrameIndex = (mQueue.Back().mFrameNumber + 1) % mFrameCount;
+ batchFrameIndex = (mQueue.Back().mFrameNumber + 1) % mFrameCount;
}
}
else
{
- mOnLoading = false;
// If the request is for the first frame or a jumped frame(JUMP_TO) remove current waiting queue.
mLoadWaitingQueue.clear();
// If the queue is empty, and the frame of frameIndex is not loaded synchronously. load batch from the frame of frameIndex
if(!textureSet)
{
- mFrameIndex = frameIndex;
+ batchFrameIndex = frameIndex;
}
}
- LoadBatch();
+ LoadBatch(batchFrameIndex);
}
- if(!textureSet)
+ if(!textureSet && mLoadState != TextureManager::LoadState::LOAD_FAILED && IsFrontReady() == true)
{
- if(IsFrontReady() == true)
- {
- textureSet = GetFrontTextureSet();
- }
- else
- {
- mWaitingForReadyFrame = true;
- }
+ textureSet = GetFrontTextureSet();
}
return textureSet;
TextureSet RollingAnimatedImageCache::FirstFrame()
{
- return Frame(0u);
-}
-
-TextureSet RollingAnimatedImageCache::NextFrame()
-{
- TextureSet textureSet;
- if(!mQueue.IsEmpty())
- {
- uint32_t frameIndex = mQueue.Front().mFrameNumber;
- if(IsFrontReady())
- {
- frameIndex = (frameIndex + 1) % mFrameCount;
- }
- textureSet = Frame(frameIndex);
- }
- else
- {
- DALI_LOG_ERROR("Cache is empty.");
- }
-
+ TextureSet textureSet = Frame(FIRST_FRAME_INDEX);
return textureSet;
}
uint32_t RollingAnimatedImageCache::GetFrameInterval(uint32_t frameIndex) const
{
- return mAnimatedImageLoading.GetFrameInterval(frameIndex);
+ if(frameIndex >= mIntervals.size())
+ {
+ return 0u;
+ }
+ return mIntervals[frameIndex];
}
int32_t RollingAnimatedImageCache::GetCurrentFrameIndex() const
return (!mQueue.IsEmpty() && mQueue.Front().mReady);
}
-void RollingAnimatedImageCache::RequestFrameLoading(uint32_t frameIndex)
+TextureSet RollingAnimatedImageCache::RequestFrameLoading(uint32_t frameIndex, bool synchronousLoading)
{
ImageFrame imageFrame;
imageFrame.mFrameNumber = frameIndex;
mQueue.PushBack(imageFrame);
- mRequestingLoad = true;
+ mLoadState = TextureManager::LoadState::LOADING;
+
+ auto preMultiplyOnLoading = mPreMultiplyOnLoad ? TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD
+ : TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
+
+ TextureManager::TextureId loadTextureId = TextureManager::INVALID_TEXTURE_ID;
+ TextureSet textureSet = mTextureManager.LoadAnimatedImageTexture(mImageUrl,
+ mAnimatedImageLoading,
+ frameIndex,
+ loadTextureId,
+ mMaskingData,
+ SamplingMode::BOX_THEN_LINEAR,
+ mWrapModeU,
+ mWrapModeV,
+ synchronousLoading,
+ this,
+ preMultiplyOnLoading);
- bool synchronousLoading = false;
- mTextureManager.LoadAnimatedImageTexture(mAnimatedImageLoading, frameIndex, SamplingMode::BOX_THEN_LINEAR, synchronousLoading, mImageUrls[frameIndex].mTextureId, Dali::WrapMode::Type::DEFAULT, Dali::WrapMode::Type::DEFAULT, this);
+ mTextureIds[frameIndex] = loadTextureId;
- mRequestingLoad = false;
+ return textureSet;
}
-void RollingAnimatedImageCache::LoadBatch()
+void RollingAnimatedImageCache::LoadBatch(uint32_t frameIndex)
{
// Try and load up to mBatchSize images, until the cache is filled.
// Once the cache is filled, as frames progress, the old frame is
// removed, and another frame is loaded
-
- bool frontFrameReady = IsFrontReady();
- for(unsigned int i = 0; i < mBatchSize && mQueue.Count() + mLoadWaitingQueue.size() < static_cast<uint32_t>(mCacheSize) && !mQueue.IsFull(); ++i)
+ uint32_t minimumSize = std::min(mCacheSize, mFrameCount);
+ for(uint32_t i = 0; i < mBatchSize && (mQueue.Count() + mLoadWaitingQueue.size()) < minimumSize; ++i)
{
- if(!mOnLoading)
+ if(mLoadState != TextureManager::LoadState::LOADING)
{
- mOnLoading = true;
- RequestFrameLoading(mFrameIndex);
+ RequestFrameLoading(frameIndex, false);
}
else
{
- mLoadWaitingQueue.push_back(mFrameIndex);
+ mLoadWaitingQueue.push_back(frameIndex);
}
- mFrameIndex++;
- mFrameIndex %= mFrameCount;
+ frameIndex++;
+ frameIndex %= mFrameCount;
}
- CheckFrontFrame(frontFrameReady);
-
LOG_CACHE;
}
TextureManager::TextureId RollingAnimatedImageCache::GetCachedTextureId(int index) const
{
- return mImageUrls[mQueue[index].mFrameNumber].mTextureId;
+ return mTextureIds[mQueue[index].mFrameNumber];
}
-void RollingAnimatedImageCache::CheckFrontFrame(bool wasReady)
+void RollingAnimatedImageCache::PopFrontCache()
{
- if(mWaitingForReadyFrame && wasReady == false && IsFrontReady())
+ ImageFrame imageFrame = mQueue.PopFront();
+ mTextureManager.Remove(mTextureIds[imageFrame.mFrameNumber], this);
+ mTextureIds[imageFrame.mFrameNumber] = TextureManager::INVALID_TEXTURE_ID;
+
+ if(mMaskingData && mMaskingData->mAlphaMaskId != TextureManager::INVALID_TEXTURE_ID)
{
- mWaitingForReadyFrame = false;
- mObserver.FrameReady(GetFrontTextureSet());
+ mTextureManager.Remove(mMaskingData->mAlphaMaskId, this);
+ if(mQueue.IsEmpty())
+ {
+ mMaskingData->mAlphaMaskId = TextureManager::INVALID_TEXTURE_ID;
+ }
}
}
-void RollingAnimatedImageCache::UploadComplete(
- bool loadSuccess,
- int32_t textureId,
- TextureSet textureSet,
- bool useAtlasing,
- const Vector4& atlasRect,
- bool preMultiplied)
+void RollingAnimatedImageCache::ClearCache()
{
- DALI_LOG_INFO(gAnimImgLogFilter, Debug::Concise, "AnimatedImageVisual::UploadComplete(textureId:%d) start\n", textureId);
- LOG_CACHE;
-
- bool frontFrameReady = IsFrontReady();
-
- if(!mRequestingLoad)
+ while(mTextureManagerAlive && !mQueue.IsEmpty())
{
- SetImageFrameReady(textureId);
+ PopFrontCache();
+ }
+ mLoadWaitingQueue.clear();
+ mLoadState = TextureManager::LoadState::NOT_STARTED;
+}
- CheckFrontFrame(frontFrameReady);
+void RollingAnimatedImageCache::MakeFrameReady(bool loadSuccess, TextureSet textureSet, uint32_t interval)
+{
+ if(!loadSuccess)
+ {
+ mLoadState = TextureManager::LoadState::LOAD_FAILED;
+ mObserver.FrameReady(TextureSet(), 0);
}
else
{
- // UploadComplete has been called from within RequestLoad. TextureManager must
- // therefore already have the texture cached, so make the texture ready.
- // (Use the last texture, as the texture id hasn't been assigned yet)
- mQueue.Back().mReady = true;
+ mLoadState = TextureManager::LoadState::LOAD_FINISHED;
+
+ // Reset size of Queue according to the real frame count.
+ if(mFrameCount != mAnimatedImageLoading.GetImageCount())
+ {
+ mFrameCount = mAnimatedImageLoading.GetImageCount();
+ mTextureIds.resize(mFrameCount);
+ mIntervals.assign(mFrameCount, 0u);
+ }
+
+ bool frontFrameReady = IsFrontReady();
+ // Because only one frame is on loading and the others are in mLoadWaitingQueue,
+ // mQueue.Back() is always the frame currently loaded.
+ mQueue.Back().mReady = true;
+ mIntervals[mQueue.Back().mFrameNumber] = interval;
+ // Check whether currently loaded frame is front of queue or not.
+ // If it is, notify frame ready to observer.
+ if(frontFrameReady == false && IsFrontReady())
+ {
+ mObserver.FrameReady(textureSet, interval);
+ }
+ }
+}
+
+void RollingAnimatedImageCache::LoadComplete(bool loadSuccess, TextureInformation textureInformation)
+{
+ DALI_LOG_INFO(gAnimImgLogFilter, Debug::Concise, "AnimatedImageVisual::LoadComplete(textureId:%d) start\n", textureInformation.textureId);
+ LOG_CACHE;
+
+ TextureSet textureSet = mTextureManager.GetTextureSet(textureInformation.textureId);
+ if(textureSet)
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ textureSet.SetSampler(0u, sampler);
}
- mOnLoading = false;
- // The frames of a single animated image can not be loaded parallelly.
- // Therefore, a frame is now loading, other orders are waiting.
- // And, after the frame is loaded, requests load of next order.
- if(!mLoadWaitingQueue.empty())
+ MakeFrameReady(loadSuccess, textureSet, textureInformation.interval);
+
+ if(loadSuccess)
{
- uint32_t loadingIndex = mLoadWaitingQueue.front();
- mLoadWaitingQueue.erase(mLoadWaitingQueue.begin());
- mOnLoading = true;
- RequestFrameLoading(loadingIndex);
+ // The frames of a single animated image can not be loaded parallelly.
+ // Therefore, a frame is now loading, other orders are waiting.
+ // And, after the frame is loaded, requests load of next order.
+ if(!mLoadWaitingQueue.empty())
+ {
+ uint32_t loadingIndex = mLoadWaitingQueue.front();
+ mLoadWaitingQueue.erase(mLoadWaitingQueue.begin());
+ RequestFrameLoading(loadingIndex, false);
+ }
+ else if(mQueue.Count() == 1u && textureInformation.frameCount > SINGLE_IMAGE_COUNT)
+ {
+ // There is only an image in queue and no waiting queue.
+ // Request to load batch once again.
+ uint32_t batchFrameIndex = 0u;
+ if(!mLoadWaitingQueue.empty())
+ {
+ batchFrameIndex = (mLoadWaitingQueue.back() + 1) % mFrameCount;
+ }
+ else
+ {
+ batchFrameIndex = (mQueue.Back().mFrameNumber + 1) % mFrameCount;
+ }
+ LoadBatch(batchFrameIndex);
+ }
}
LOG_CACHE;
}
-void RollingAnimatedImageCache::LoadComplete(
- bool loadSuccess,
- Devel::PixelBuffer pixelBuffer,
- const VisualUrl& url,
- bool preMultiplied)
-{
- // LoadComplete is called if this TextureUploadObserver requested to load
- // an image that will be returned as a type of PixelBuffer by using a method
- // TextureManager::LoadPixelBuffer.
-}
-
} //namespace Internal
} //namespace Toolkit
} //namespace Dali