774aeba9d0
Some animations use humongous images which thrash Skia's resource caches at raster time. To avoid that, we can 1) force decoding upfront, when the animation is loaded 2) clamp the image size to something reasonable (2K^2) Add a flag to support this operation mode, and enable for Skottie/WASM. Change-Id: Id2f127a5200b812b87e588904393d82c80452aa1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/206179 Commit-Queue: Florin Malita <fmalita@chromium.org> Reviewed-by: Kevin Lubick <kjlubick@google.com>
150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkottieUtils_DEFINED
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#define SkottieUtils_DEFINED
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#include "SkColor.h"
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#include "Skottie.h"
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#include "SkottieProperty.h"
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#include "SkString.h"
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#include "SkTHash.h"
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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class SkAnimCodecPlayer;
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class SkData;
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class SkImage;
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namespace skottie_utils {
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class MultiFrameImageAsset final : public skottie::ImageAsset {
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public:
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/**
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* By default, images are decoded on-the-fly, at rasterization time.
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* Large images may cause jank as decoding is expensive (and can thrash internal caches).
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*
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* Pass |predecode| true to force-decode all images upfront, at the cost of potentially more RAM
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* and slower animation build times.
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*/
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static sk_sp<MultiFrameImageAsset> Make(sk_sp<SkData>, bool predecode = false);
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bool isMultiFrame() override;
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sk_sp<SkImage> getFrame(float t) override;
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private:
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explicit MultiFrameImageAsset(std::unique_ptr<SkAnimCodecPlayer>, bool predecode);
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std::unique_ptr<SkAnimCodecPlayer> fPlayer;
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bool fPreDecode;
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using INHERITED = skottie::ImageAsset;
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};
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class FileResourceProvider final : public skottie::ResourceProvider {
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public:
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static sk_sp<FileResourceProvider> Make(SkString base_dir);
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sk_sp<SkData> load(const char resource_path[], const char resource_name[]) const override;
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sk_sp<skottie::ImageAsset> loadImageAsset(const char[], const char []) const override;
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private:
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explicit FileResourceProvider(SkString);
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const SkString fDir;
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using INHERITED = skottie::ResourceProvider;
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};
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/**
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* CustomPropertyManager implements a property management scheme where color/opacity/transform
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* attributes are grouped and manipulated by name (one-to-many mapping).
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*
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* - setters apply the value to all properties in a named group
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*
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* - getters return all the managed property groups, and the first value within each of them
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* (unchecked assumption: all properties within the same group have the same value)
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*
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* Attach to an Animation::Builder using the utility methods below to intercept properties and
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* markers at build time.
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*/
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class CustomPropertyManager final {
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public:
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CustomPropertyManager();
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~CustomPropertyManager();
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using PropKey = std::string;
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std::vector<PropKey> getColorProps() const;
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skottie::ColorPropertyValue getColor(const PropKey&) const;
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bool setColor(const PropKey&, const skottie::ColorPropertyValue&);
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std::vector<PropKey> getOpacityProps() const;
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skottie::OpacityPropertyValue getOpacity(const PropKey&) const;
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bool setOpacity(const PropKey&, const skottie::OpacityPropertyValue&);
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std::vector<PropKey> getTransformProps() const;
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skottie::TransformPropertyValue getTransform(const PropKey&) const;
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bool setTransform(const PropKey&, const skottie::TransformPropertyValue&);
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struct MarkerInfo {
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std::string name;
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float t0, t1;
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};
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const std::vector<MarkerInfo>& markers() const { return fMarkers; }
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// Returns a property observer to be attached to an animation builder.
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sk_sp<skottie::PropertyObserver> getPropertyObserver() const;
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// Returns a marker observer to be attached to an animation builder.
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sk_sp<skottie::MarkerObserver> getMarkerObserver() const;
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private:
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class PropertyInterceptor;
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class MarkerInterceptor;
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static std::string acceptKey(const char* name) {
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static constexpr char kPrefix = '$';
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return (name[0] == kPrefix && name[1] != '\0')
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? std::string(name + 1)
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: std::string();
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}
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sk_sp<PropertyInterceptor> fPropertyInterceptor;
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sk_sp<MarkerInterceptor> fMarkerInterceptor;
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template <typename T>
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using PropGroup = std::vector<std::unique_ptr<T>>;
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template <typename T>
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using PropMap = std::unordered_map<PropKey, PropGroup<T>>;
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template <typename T>
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std::vector<PropKey> getProps(const PropMap<T>& container) const;
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template <typename V, typename T>
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V get(const PropKey&, const PropMap<T>& container) const;
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template <typename V, typename T>
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bool set(const PropKey&, const V&, const PropMap<T>& container);
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PropMap<skottie::ColorPropertyHandle> fColorMap;
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PropMap<skottie::OpacityPropertyHandle> fOpacityMap;
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PropMap<skottie::TransformPropertyHandle> fTransformMap;
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std::vector<MarkerInfo> fMarkers;
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};
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} // namespace skottie_utils
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#endif // SkottieUtils_DEFINED
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