| Index: third_party/WebKit/Source/platform/image-decoders/gif/GIFImageDecoder.cpp
|
| diff --git a/third_party/WebKit/Source/platform/image-decoders/gif/GIFImageDecoder.cpp b/third_party/WebKit/Source/platform/image-decoders/gif/GIFImageDecoder.cpp
|
| index 68e9334457a0978512762e0a267028649ede44d6..72f2c834ae95c11df7e2e03cee1975a0e5591c08 100644
|
| --- a/third_party/WebKit/Source/platform/image-decoders/gif/GIFImageDecoder.cpp
|
| +++ b/third_party/WebKit/Source/platform/image-decoders/gif/GIFImageDecoder.cpp
|
| @@ -34,6 +34,7 @@ namespace blink {
|
|
|
| GIFImageDecoder::GIFImageDecoder(AlphaOption alphaOption, GammaAndColorProfileOption colorOptions, size_t maxDecodedBytes)
|
| : ImageDecoder(alphaOption, colorOptions, maxDecodedBytes)
|
| + , m_purgeAggressively(false)
|
| , m_repetitionCount(cAnimationLoopOnce)
|
| {
|
| }
|
| @@ -301,6 +302,8 @@ void GIFImageDecoder::decode(size_t index)
|
| if (failed())
|
| return;
|
|
|
| + updateAggressivePurging(index);
|
| +
|
| Vector<size_t> framesToDecode;
|
| size_t frameToDecode = index;
|
| do {
|
| @@ -314,6 +317,9 @@ void GIFImageDecoder::decode(size_t index)
|
| return;
|
| }
|
|
|
| + if (m_purgeAggressively)
|
| + clearCacheExceptFrame(*i);
|
| +
|
| // We need more data to continue decoding.
|
| if (m_frameBufferCache[*i].getStatus() != ImageFrame::FrameComplete)
|
| break;
|
| @@ -374,4 +380,47 @@ bool GIFImageDecoder::initFrameBuffer(size_t frameIndex)
|
| return true;
|
| }
|
|
|
| +void GIFImageDecoder::updateAggressivePurging(size_t index)
|
| +{
|
| + if (m_purgeAggressively)
|
| + return;
|
| +
|
| + // We don't want to cache so much that we cause a memory issue.
|
| + //
|
| + // If we used a LRU cache we would fill it and then on next animation loop
|
| + // we would need to decode all the frames again -- the LRU would give no
|
| + // benefit and would consume more memory.
|
| + // So instead, simply purge unused frames if caching all of the frames of
|
| + // the image would use more memory than the image decoder is allowed
|
| + // (m_maxDecodedBytes) or would overflow 32 bits..
|
| + //
|
| + // As we decode we will learn the total number of frames, and thus total
|
| + // possible image memory used.
|
| +
|
| + const uint64_t frameArea = decodedSize().area();
|
| + // We are about to multiply by 4, which may require an extra bit of storage
|
| + bool wouldOverflow = frameArea > (UINT64_C(1) << 62);
|
| + if (wouldOverflow) {
|
| + m_purgeAggressively = true;
|
| + return;
|
| + }
|
| +
|
| + const uint64_t frameMemoryUsage = frameArea * 4; // 4 bytes per pixel
|
| + // We are about to multiply by a size_t, which does not have a fixed
|
| + // size.
|
| + // To simplify things, let's make sure our per-frame memory usage and
|
| + // index can be stored in 32 bits and store the multiplicand in a 64-bit
|
| + // number.
|
| + wouldOverflow = (frameMemoryUsage > (UINT32_C(1) << 31))
|
| + || (index > (UINT32_C(1) << 31));
|
| + if (wouldOverflow) {
|
| + m_purgeAggressively = true;
|
| + return;
|
| + }
|
| +
|
| + const uint64_t totalMemoryUsage = frameMemoryUsage * index;
|
| + if (totalMemoryUsage > m_maxDecodedBytes) {
|
| + m_purgeAggressively = true;
|
| + }
|
| +}
|
| } // namespace blink
|
|
|