chrome-devtools-frontend
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Chrome DevTools UI
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text/typescript
// 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,
};
}