Files
Texture/Source/ASImageNode+AnimatedImage.mm
Ray Sang Hyuk Cho ecd0ef7374 [ASImageNode] Stop setting frameInterval for animated image optimization (#1607)
We previously tried to optimize showing animated images (e.g. GIF) by calling
display link for updating the frame just when when we need the next frame, but
this resulted in some frames dropping when `frameInterval` wasn't respected like
you can find from this GIF:
https://i.pinimg.com/originals/58/9c/e8/589ce828d2ef0797da0e85b1c6d2f2b3.gif

Since the the display link fire method continues if we detect we're
at the same image index as before, let's just remove this optimization.
2019-08-04 10:07:17 -07:00

406 lines
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//
// ASImageNode+AnimatedImage.mm
// Texture
//
// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
// Changes after 4/13/2017 are: Copyright (c) Pinterest, Inc. All rights reserved.
// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
//
#import <AsyncDisplayKit/ASImageNode.h>
#import <AsyncDisplayKit/ASDisplayNode+Subclasses.h>
#import <AsyncDisplayKit/ASDisplayNodeExtras.h>
#import <AsyncDisplayKit/ASDisplayNodeInternal.h>
#import <AsyncDisplayKit/ASEqualityHelpers.h>
#import <AsyncDisplayKit/ASImageNode+Private.h>
#import <AsyncDisplayKit/ASImageNode+AnimatedImagePrivate.h>
#import <AsyncDisplayKit/ASImageProtocols.h>
#import <AsyncDisplayKit/ASInternalHelpers.h>
#import <AsyncDisplayKit/ASNetworkImageNode.h>
#import <AsyncDisplayKit/ASWeakProxy.h>
#define ASAnimatedImageDebug 0
@interface ASNetworkImageNode (Private)
- (void)_locked_setDefaultImage:(UIImage *)image;
@end
@implementation ASImageNode (AnimatedImage)
#pragma mark - GIF support
- (void)setAnimatedImage:(id <ASAnimatedImageProtocol>)animatedImage
{
ASLockScopeSelf();
[self _locked_setAnimatedImage:animatedImage];
}
- (void)_locked_setAnimatedImage:(id <ASAnimatedImageProtocol>)animatedImage
{
DISABLED_ASAssertLocked(__instanceLock__);
if (ASObjectIsEqual(_animatedImage, animatedImage) && (animatedImage == nil || animatedImage.playbackReady)) {
return;
}
__block id <ASAnimatedImageProtocol> previousAnimatedImage = _animatedImage;
_animatedImage = animatedImage;
if (animatedImage != nil) {
__weak ASImageNode *weakSelf = self;
if ([animatedImage respondsToSelector:@selector(setCoverImageReadyCallback:)]) {
animatedImage.coverImageReadyCallback = ^(UIImage *coverImage) {
// In this case the lock is already gone we have to call the unlocked version therefore
[weakSelf setCoverImageCompleted:coverImage];
};
}
animatedImage.playbackReadyCallback = ^{
// In this case the lock is already gone we have to call the unlocked version therefore
[weakSelf setShouldAnimate:YES];
};
if (animatedImage.playbackReady) {
[self _locked_setShouldAnimate:YES];
}
} else {
// Clean up after ourselves.
// Don't bother using a `_locked` version for setting contnst as it should be pretty safe calling it with
// reaquire the lock and would add overhead to introduce this version
self.contents = nil;
[self _locked_setCoverImage:nil];
}
// Push calling subclass to the next runloop cycle
// We have to schedule the block on the common modes otherwise the tracking mode will not be included and it will
// not fire e.g. while scrolling down
CFRunLoopPerformBlock(CFRunLoopGetCurrent(), kCFRunLoopCommonModes, ^(void) {
[self animatedImageSet:animatedImage previousAnimatedImage:previousAnimatedImage];
// Animated image can take while to dealloc, do it off the main queue
if (previousAnimatedImage != nil && ASActivateExperimentalFeature(ASExperimentalOOMBackgroundDeallocDisable) == NO) {
ASPerformBackgroundDeallocation(&previousAnimatedImage);
}
});
// Don't need to wakeup the runloop as the current is already running
// CFRunLoopWakeUp(runLoop); // Should not be necessary
}
- (void)animatedImageSet:(id <ASAnimatedImageProtocol>)newAnimatedImage previousAnimatedImage:(id <ASAnimatedImageProtocol>)previousAnimatedImage
{
// Subclass hook should not be called with the lock held
DISABLED_ASAssertUnlocked(__instanceLock__);
// Subclasses may override
}
- (id <ASAnimatedImageProtocol>)animatedImage
{
ASLockScopeSelf();
return _animatedImage;
}
- (void)setAnimatedImagePaused:(BOOL)animatedImagePaused
{
ASLockScopeSelf();
_imageNodeFlags.animatedImagePaused = animatedImagePaused;
[self _locked_setShouldAnimate:!animatedImagePaused];
}
- (BOOL)animatedImagePaused
{
ASLockScopeSelf();
return _imageNodeFlags.animatedImagePaused;
}
- (void)setCoverImageCompleted:(UIImage *)coverImage
{
if (ASInterfaceStateIncludesDisplay(self.interfaceState)) {
ASLockScopeSelf();
[self _locked_setCoverImageCompleted:coverImage];
}
}
- (void)_locked_setCoverImageCompleted:(UIImage *)coverImage
{
DISABLED_ASAssertLocked(__instanceLock__);
_displayLinkLock.lock();
BOOL setCoverImage = (_displayLink == nil) || _displayLink.paused;
_displayLinkLock.unlock();
if (setCoverImage) {
[self _locked_setCoverImage:coverImage];
}
}
- (void)setCoverImage:(UIImage *)coverImage
{
ASLockScopeSelf();
[self _locked_setCoverImage:coverImage];
}
- (void)_locked_setCoverImage:(UIImage *)coverImage
{
DISABLED_ASAssertLocked(__instanceLock__);
//If we're a network image node, we want to set the default image so
//that it will correctly be restored if it exits the range.
#if ASAnimatedImageDebug
NSLog(@"setting cover image: %p", self);
#endif
if ([self isKindOfClass:[ASNetworkImageNode class]]) {
[(ASNetworkImageNode *)self _locked_setDefaultImage:coverImage];
} else if (_displayLink == nil || _displayLink.paused == YES) {
[self _locked_setImage:coverImage];
}
}
- (NSString *)animatedImageRunLoopMode
{
AS::MutexLocker l(_displayLinkLock);
return _animatedImageRunLoopMode;
}
- (void)setAnimatedImageRunLoopMode:(NSString *)runLoopMode
{
AS::MutexLocker l(_displayLinkLock);
if (runLoopMode == nil) {
runLoopMode = ASAnimatedImageDefaultRunLoopMode;
}
if (_displayLink != nil) {
[_displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:_animatedImageRunLoopMode];
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:runLoopMode];
}
_animatedImageRunLoopMode = [runLoopMode copy];
}
- (void)setShouldAnimate:(BOOL)shouldAnimate
{
ASLockScopeSelf();
[self _locked_setShouldAnimate:shouldAnimate];
}
- (void)_locked_setShouldAnimate:(BOOL)shouldAnimate
{
DISABLED_ASAssertLocked(__instanceLock__);
// This test is explicitly done and not ASPerformBlockOnMainThread as this would perform the block immediately
// on main if called on main thread and we have to call methods locked or unlocked based on which thread we are on
if (ASDisplayNodeThreadIsMain()) {
if (shouldAnimate) {
[self _locked_startAnimating];
} else {
[self _locked_stopAnimating];
}
} else {
// We have to dispatch to the main thread and call the regular methods as the lock is already gone if the
// block is called
dispatch_async(dispatch_get_main_queue(), ^{
if (shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
});
}
}
#pragma mark - Animating
- (void)startAnimating
{
ASDisplayNodeAssertMainThread();
ASLockScopeSelf();
[self _locked_startAnimating];
}
- (void)_locked_startAnimating
{
DISABLED_ASAssertLocked(__instanceLock__);
// It should be safe to call self.interfaceState in this case as it will only grab the lock of the superclass
if (!ASInterfaceStateIncludesVisible(self.interfaceState)) {
return;
}
if (_imageNodeFlags.animatedImagePaused) {
return;
}
if (_animatedImage.playbackReady == NO) {
return;
}
#if ASAnimatedImageDebug
NSLog(@"starting animation: %p", self);
#endif
AS::MutexLocker l(_displayLinkLock);
if (_displayLink == nil) {
_playHead = 0;
_displayLink = [CADisplayLink displayLinkWithTarget:[ASWeakProxy weakProxyWithTarget:self] selector:@selector(displayLinkFired:)];
_lastSuccessfulFrameIndex = NSUIntegerMax;
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:_animatedImageRunLoopMode];
} else {
_displayLink.paused = NO;
}
}
- (void)stopAnimating
{
ASDisplayNodeAssertMainThread();
ASLockScopeSelf();
[self _locked_stopAnimating];
}
- (void)_locked_stopAnimating
{
ASDisplayNodeAssertMainThread();
DISABLED_ASAssertLocked(__instanceLock__);
#if ASAnimatedImageDebug
NSLog(@"stopping animation: %p", self);
#endif
ASDisplayNodeAssertMainThread();
AS::MutexLocker l(_displayLinkLock);
_displayLink.paused = YES;
self.lastDisplayLinkFire = 0;
[_animatedImage clearAnimatedImageCache];
}
#pragma mark - ASDisplayNode
- (void)didEnterVisibleState
{
ASDisplayNodeAssertMainThread();
[super didEnterVisibleState];
if (self.animatedImage.coverImageReady) {
[self setCoverImage:self.animatedImage.coverImage];
}
if (self.animatedImage.playbackReady) {
[self startAnimating];
}
}
- (void)didExitVisibleState
{
ASDisplayNodeAssertMainThread();
[super didExitVisibleState];
[self stopAnimating];
}
- (void)didExitDisplayState
{
ASDisplayNodeAssertMainThread();
#if ASAnimatedImageDebug
NSLog(@"exiting display state: %p", self);
#endif
// Check to see if we're an animated image before calling super in case someone
// decides they want to clear out the animatedImage itself on exiting the display
// state
BOOL isAnimatedImage = self.animatedImage != nil;
[super didExitDisplayState];
// Also clear out the contents we've set to be good citizens, we'll put it back in when we become visible.
if (isAnimatedImage) {
self.contents = nil;
[self setCoverImage:nil];
}
}
#pragma mark - Display Link Callbacks
- (void)displayLinkFired:(CADisplayLink *)displayLink
{
ASDisplayNodeAssertMainThread();
CFTimeInterval timeBetweenLastFire;
if (self.lastDisplayLinkFire == 0) {
timeBetweenLastFire = 0;
} else if (AS_AVAILABLE_IOS_TVOS(10, 10)) {
timeBetweenLastFire = displayLink.targetTimestamp - displayLink.timestamp;
} else {
timeBetweenLastFire = CACurrentMediaTime() - self.lastDisplayLinkFire;
}
self.lastDisplayLinkFire = CACurrentMediaTime();
_playHead += timeBetweenLastFire;
while (_playHead > self.animatedImage.totalDuration) {
// Set playhead to zero to keep from showing different frames on different playthroughs
_playHead = 0;
_playedLoops++;
}
if (self.animatedImage.loopCount > 0 && _playedLoops >= self.animatedImage.loopCount) {
[self stopAnimating];
return;
}
NSUInteger frameIndex = [self frameIndexAtPlayHeadPosition:_playHead];
if (frameIndex == _lastSuccessfulFrameIndex) {
return;
}
CGImageRef frameImage = [self.animatedImage imageAtIndex:frameIndex];
if (frameImage == nil) {
//Pause the display link until we get a file ready notification
displayLink.paused = YES;
self.lastDisplayLinkFire = 0;
} else {
self.contents = (__bridge id)frameImage;
_lastSuccessfulFrameIndex = frameIndex;
[self displayDidFinish];
}
}
- (NSUInteger)frameIndexAtPlayHeadPosition:(CFTimeInterval)playHead
{
ASDisplayNodeAssertMainThread();
NSUInteger frameIndex = 0;
for (NSUInteger durationIndex = 0; durationIndex < self.animatedImage.frameCount; durationIndex++) {
playHead -= [self.animatedImage durationAtIndex:durationIndex];
if (playHead < 0) {
return frameIndex;
}
frameIndex++;
}
return frameIndex;
}
@end
#pragma mark - ASImageNode(AnimatedImageInvalidation)
@implementation ASImageNode(AnimatedImageInvalidation)
- (void)invalidateAnimatedImage
{
AS::MutexLocker l(_displayLinkLock);
#if ASAnimatedImageDebug
if (_displayLink) {
NSLog(@"invalidating display link");
}
#endif
[_displayLink invalidate];
_displayLink = nil;
}
@end