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// Copyright 2024 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. import * as Platform from '../../../core/platform/platform.js'; import * as Types from '../types/types.js'; /** * This handler is responsible for the relationships between: * DecodeImage/ResizeImage, PaintImage and DrawLazyPixelRef events. * * When we get a DecodeImage event, we want to associate it to a PaintImage * event, primarily so we can determine the NodeID of the image that was * decoded. * We can do this in two ways: * * 1. If there is a PaintImage event on the same thread, use that * (if there are multiple, use the latest one). * * 2. If not, we can find the DecodeLazyPixelRef event on the same thread, and * use the PaintImage event associated with it via the `LazyPixelRef` key. */ // Track paintImageEvents across threads. const paintImageEvents = new Map<Types.Events.ProcessID, Map<Types.Events.ThreadID, Types.Events.PaintImage[]>>(); const decodeLazyPixelRefEvents = new Map<Types.Events.ProcessID, Map<Types.Events.ThreadID, Types.Events.DecodeLazyPixelRef[]>>(); // A DrawLazyPixelRef event will contain a numerical reference in // args.LazyPixelRef. As we parse each DrawLazyPixelRef, we can assign it to a // paint event. Later we want to look up paint events by this reference, so we // store them in this map. const paintImageByLazyPixelRef = new Map<number, Types.Events.PaintImage>(); // When we find events that we want to tie to a particular PaintImage event, we add them to this map. // These are currently only DecodeImage and ResizeImage events, but the type is // deliberately generic as in the future we might want to add more events that // have a relationship to a individual PaintImage event. const eventToPaintImage = new Map<Types.Events.Event, Types.Events.PaintImage>(); const urlToPaintImage = new Map<string, Types.Events.PaintImage[]>(); export function reset(): void { paintImageEvents.clear(); decodeLazyPixelRefEvents.clear(); paintImageByLazyPixelRef.clear(); eventToPaintImage.clear(); urlToPaintImage.clear(); } export function handleEvent(event: Types.Events.Event): void { if (Types.Events.isPaintImage(event)) { const forProcess = paintImageEvents.get(event.pid) || new Map<Types.Events.ThreadID, Types.Events.PaintImage[]>(); const forThread = forProcess.get(event.tid) || []; forThread.push(event); forProcess.set(event.tid, forThread); paintImageEvents.set(event.pid, forProcess); if (event.args.data.url) { const paintsForUrl = Platform.MapUtilities.getWithDefault(urlToPaintImage, event.args.data.url, () => []); paintsForUrl.push(event); } return; } if (Types.Events.isDecodeLazyPixelRef(event) && typeof event.args?.LazyPixelRef !== 'undefined') { // Store these because we use them to tie DecodeImage to a PaintEvent. const forProcess = decodeLazyPixelRefEvents.get(event.pid) || new Map<Types.Events.ThreadID, Types.Events.DecodeLazyPixelRef[]>(); const forThread = forProcess.get(event.tid) || []; forThread.push(event); forProcess.set(event.tid, forThread); decodeLazyPixelRefEvents.set(event.pid, forProcess); } // If we see a DrawLazyPixelRef event, we need to find the last PaintImage // event on the thread and associate it to the LazyPixelRef that is supplied // in the DrawLazyPixelRef event. // This means that later on if we see a DecodeLazyPixelRef event with the // same LazyPixelRef key, we can find its associated PaintImage event by // looking it up. if (Types.Events.isDrawLazyPixelRef(event) && typeof event.args?.LazyPixelRef !== 'undefined') { const lastPaintEvent = paintImageEvents.get(event.pid)?.get(event.tid)?.at(-1); if (!lastPaintEvent) { return; } paintImageByLazyPixelRef.set(event.args.LazyPixelRef, lastPaintEvent); return; } if (Types.Events.isDecodeImage(event)) { // When we see a DecodeImage, we want to associate it to a PaintImage // event. We try two approaches: // // 1. If the thread of the DecodeImage event has a previous PaintImage // event, that is the associated event. // // 2. If that is false, we then look on the thread for a DecodeLazyPixelRef // event. If we find that, we then look for its associated PaintImage // event, which we associate via DrawLazyPixelRef events (the code block // above this one) // // 1. Find a PaintImage event on the same thread. If we find it, that's our association done. const lastPaintImageEventOnThread = paintImageEvents.get(event.pid)?.get(event.tid)?.at(-1); if (lastPaintImageEventOnThread) { eventToPaintImage.set(event, lastPaintImageEventOnThread); return; } // 2. Find the last DecodeLazyPixelRef event and, if we find it, find its associated PaintImage event. const lastDecodeLazyPixelRef = decodeLazyPixelRefEvents.get(event.pid)?.get(event.tid)?.at(-1); if (typeof lastDecodeLazyPixelRef?.args?.LazyPixelRef === 'undefined') { return; } const paintEvent = paintImageByLazyPixelRef.get(lastDecodeLazyPixelRef.args.LazyPixelRef); if (!paintEvent) { return; } eventToPaintImage.set(event, paintEvent); } } export async function finalize(): Promise<void> { } export interface ImagePaintData { paintImageByDrawLazyPixelRef: Map<number, Types.Events.PaintImage>; paintImageForEvent: Map<Types.Events.Event, Types.Events.PaintImage>; paintImageEventForUrl: Map<string, Types.Events.PaintImage[]>; } export function data(): ImagePaintData { return { paintImageByDrawLazyPixelRef: paintImageByLazyPixelRef, paintImageForEvent: eventToPaintImage, paintImageEventForUrl: urlToPaintImage, }; }