Rending GIF in background thread #993

This commit is contained in:
ema
2024-12-20 20:08:17 +08:00
parent 21de0643ff
commit 5220b0b5d8

View File

@@ -22,6 +22,8 @@ using System;
using System.Drawing; using System.Drawing;
using System.Drawing.Imaging; using System.Drawing.Imaging;
using System.IO; using System.IO;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.Windows.Media.Animation; using System.Windows.Media.Animation;
using System.Windows.Media.Imaging; using System.Windows.Media.Imaging;
@@ -32,6 +34,7 @@ namespace QuickLook.Plugin.ImageViewer.AnimatedImage.Providers;
internal class GifProvider : AnimationProvider internal class GifProvider : AnimationProvider
{ {
private readonly int FRAME_DELAY_TAG = 0x5100; private readonly int FRAME_DELAY_TAG = 0x5100;
private readonly int LOOP_COUNT_TAG = 20737;
private Stream _stream; private Stream _stream;
private Bitmap _bitmap; private Bitmap _bitmap;
@@ -39,8 +42,13 @@ internal class GifProvider : AnimationProvider
private bool _isPlaying; private bool _isPlaying;
private NativeProvider _nativeProvider; private NativeProvider _nativeProvider;
private int[] _frameDelays; // in millisecond
private int _frameCount = 0; private int _frameCount = 0;
private int _frameIndex = 0; private int _frameIndex = 0;
private int _maxLoopCount = 0; // 0 - infinite loop
private int _loopIndex = 0;
private TimeSpan _minTickTimeInMillisecond = TimeSpan.FromMilliseconds(20);
public GifProvider(Uri path, MetaProvider meta, ContextObject contextObject) : base(path, meta, contextObject) public GifProvider(Uri path, MetaProvider meta, ContextObject contextObject) : base(path, meta, contextObject)
{ {
@@ -59,27 +67,52 @@ internal class GifProvider : AnimationProvider
Animator = new Int32AnimationUsingKeyFrames { RepeatBehavior = RepeatBehavior.Forever }; Animator = new Int32AnimationUsingKeyFrames { RepeatBehavior = RepeatBehavior.Forever };
_frameCount = _bitmap.GetFrameCount(FrameDimension.Time); _frameCount = _bitmap.GetFrameCount(FrameDimension.Time);
_maxLoopCount = BitConverter.ToInt16(_bitmap.GetPropertyItem(LOOP_COUNT_TAG).Value, 0);
var frameDelayData = _bitmap.GetPropertyItem(FRAME_DELAY_TAG)?.Value; var frameDelayData = _bitmap.GetPropertyItem(FRAME_DELAY_TAG)?.Value;
_frameDelays = new int[_frameCount];
for (int i = 0; i < _frameCount; i++) for (int i = 0; i < _frameCount; i++)
{ {
var frameDelays = BitConverter.ToInt32(frameDelayData, i * 4) * 10; // in millisecond _frameDelays[i] = BitConverter.ToInt32(frameDelayData, i * 4) * 10;
Animator.KeyFrames.Add(new LinearInt32KeyFrame(i, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(frameDelays))));
// The current architecture only requires 3 frames,
// and subsequent frames are triggered by a background thread
// Animator.KeyFrames.Add(new LinearInt32KeyFrame(i, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(_frameDelays[i]))));
} }
Animator.KeyFrames.Add(new DiscreteInt32KeyFrame(0, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(0))));
Animator.KeyFrames.Add(new DiscreteInt32KeyFrame(1, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(10))));
Animator.KeyFrames.Add(new DiscreteInt32KeyFrame(2, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(20))));
} }
public override void Dispose() public override void Dispose()
{ {
_isPlaying = false;
_nativeProvider?.Dispose(); _nativeProvider?.Dispose();
_nativeProvider = null; _nativeProvider = null;
ImageAnimator.StopAnimate(_bitmap, OnFrameChanged); try
{
if (_bitmap != null)
{
lock (_bitmap)
{
_stream?.Dispose(); _stream?.Dispose();
_bitmap?.Dispose(); _bitmap?.Dispose();
_bitmap = null; _bitmap = null;
_stream = null; _stream = null;
}
}
}
catch
{
}
_frame = null; _frame = null;
_frameDelays = null;
} }
public override Task<BitmapSource> GetThumbnail(Size renderSize) public override Task<BitmapSource> GetThumbnail(Size renderSize)
@@ -104,24 +137,103 @@ internal class GifProvider : AnimationProvider
if (!_isPlaying) if (!_isPlaying)
{ {
_isPlaying = true; _isPlaying = true;
ImageAnimator.Animate(_bitmap, OnFrameChanged);
BeginAnimateBackground();
} }
return _frame; return _frame;
}); });
} }
private void OnFrameChanged(object sender, EventArgs e) private void BeginAnimateBackground()
{ {
_frameIndex++; var _thHeartBeat = new Thread(HandleThreadHeartBeatTicked)
if (_frameIndex >= _frameCount) _frameIndex = 0; {
IsBackground = true,
Name = "heartbeat - ImageAnimator"
};
_thHeartBeat.Start();
}
_bitmap.SetActiveTimeFrame(_frameIndex); /// <summary>
/// Given a delay amount, return either the minimum tick or delay, whichever is greater.
/// </summary>
/// <returns> the time to sleep during a tick in milliseconds </returns>
private TimeSpan GetSleepAmountInMilliseconds(TimeSpan delay)
{
if (delay > _minTickTimeInMillisecond)
{
return delay;
}
return _minTickTimeInMillisecond;
}
private TimeSpan GetFrameDelay(int frameIndex)
{
return TimeSpan.FromMilliseconds(_frameDelays[frameIndex]);
}
/// <summary>
/// Process image frame tick.
/// </summary>
private void HandleThreadHeartBeatTicked()
{
var initSleepTime = GetSleepAmountInMilliseconds(GetFrameDelay(_frameIndex));
Thread.Sleep(initSleepTime);
while (_isPlaying)
{
try
{
UpdateFrame(_frameIndex);
var sleepTime = GetSleepAmountInMilliseconds(GetFrameDelay(_frameIndex));
Thread.Sleep(sleepTime);
}
catch (ArgumentException)
{
// ignore errors that occur due to the image being disposed
}
catch (OutOfMemoryException)
{
// also ignore errors that occur due to running out of memory
}
catch (ExternalException)
{
// ignore
}
catch (InvalidOperationException)
{
// ignore
}
_frameIndex++;
if (_frameIndex >= _frameCount)
{
_frameIndex = 0;
_loopIndex++;
if (_maxLoopCount > 0 && _loopIndex >= _maxLoopCount)
{
_isPlaying = false;
return;
}
}
}
}
private void UpdateFrame(int frameIndex)
{
lock (_bitmap)
{
_bitmap.SetActiveTimeFrame(frameIndex);
_frame = _bitmap.ToBitmapSource(); _frame = _bitmap.ToBitmapSource();
} }
} }
}
file static class GifBitmapExtension file static class BitmapExtensions
{ {
/// <summary> /// <summary>
/// Sets the active frame of the bitmap using <see cref="FrameDimension.Time"/>. /// Sets the active frame of the bitmap using <see cref="FrameDimension.Time"/>.