The glyph bitmap is a grayscale image that is multiplied with the
requested color provided to `Gfx::Painter::draw_glyph()` to get the
final glyph bitmap that can be blitted.
Using `Gfx::Color::multiply()` is unnecessary however: by simply taking
the destination color and copying over the glyph bitmap's alpha value,
we can prevent four multiplications and divisions per pixel.
In an artifical benchmark I wrote, this improved glyph rendering
performance by ~9%.
This is safe because:
* prediction only computes averages, or explicitly clamps for
TM_PRED / B_TM_PRED. Since the inputs are in [0, 255], so will the
outputs.
* Addition of IDCT and prediction buffer is immediately clamped back
to [0, 255]
No behavior change, and matches what both libwebp and the reference
implementation in rfc6386 do.
https://datatracker.ietf.org/doc/html/rfc6386#section-14.5 says:
"""
The summing procedure is fairly straightforward, having only a couple
of details. The prediction and residue buffers are both arrays of
16-bit signed integers. Each individual (Y, U, and V pixel) result
is calculated first as a 32-bit sum of the prediction and residue,
and is then saturated to 8-bit unsigned range (using, say, the
clamp255 function defined above) before being stored as an 8-bit
unsigned pixel value.
"""
It's IMHO not 100% clear if the clamping is supposed to happen
immediately (so that it affects prediction inputs for the next
macroblock) or later.
But vp8_dixie_idct_add() on page 173 in
https://datatracker.ietf.org/doc/html/rfc6386#section-20.8 does:
recon[0] = CLAMP_255(predict[0] + ((a1 + d1 + 4) >> 3));
So it does look like it should happen immediately.
(I'm a bit confused why the spec then says "The prediction and residue
buffers are both arrays of 16-bit signed integers", since the
prediction buffer can just be an u8 buffer now, without changing
behavior.
The spec has that clamp at the end of
https://datatracker.ietf.org/doc/html/rfc6386#section-12.2:
The exact algorithm is as follows:
[...]
b[r][c] = clamp255(L[r]+ A[c] - P);
For the test images I'm looking at, it doesn't seem to make a
dramatic difference, but omitting it in `B_TM_PRED` did make
a dramatic difference, so add it. (Also, the spec demands it.)
Each secondary partition has an independent BooleanDecoder.
Their bitstreams interleave per macroblock row, that is the first
macroblock row is read from the first decoder, the second from the
second, ..., until it wraps around again.
All partitions share a single prediction state though: The second
macroblock row (which reads coefficients off the second decoder) is
predicted using the result of decoding the frist macroblock row (which
reads coefficients off the first decoder).
So if I understand things right, in theory the coefficient reading could
be parallelized, but prediction can't be. (IDCT can also be
parallelized, but that's true with just a single partition too.)
I created the test image by running
examples/cwebp -low_memory -partitions 3 -o foo.webp \
~/src/serenity/Tests/LibGfx/test-inputs/4.webp
using a cwebp hacked up as described in #19149. Since creating
multi-partition lossy webps requires hacking up `cwebp`, they're likely
very rare in practice. (But maybe other programs using the libwebp API
create them.)
Fixes#19149.
With this, webp lossy support is complete (*) :^)
And with that, webp support is complete: Lossless, lossy, lossy with
alpha, animated lossless, animated lossy, animated lossy with alpha all
work.
(*: Loop filtering isn't implemented yet, which has a minor visual
effect on the output. But it's only visible when carefully comparing
a webp decoded without loop filtering to the same decoded with it.
But it's technically a part of the spec that's still missing.
The upsampling of UV in the YUV->RGB code is also low-quality. This
produces somewhat visible banding in practice in some images (e.g.
in the fire breather's face in 5.webp), so we should probably improve
that at some point. Our JPG decoder has the same issue.)
This basically adds the line
u8 token = TRY(
tree_decode(decoder, COEFFICIENT_TREE,
header.coefficient_probabilities[plane][band][tricky],
last_decoded_value == DCT_0 ? 2 : 0));
and calls it once for the 16 coefficients of a discrete cosine transform
that covers a 4x4 pixel subblock.
And then it does this 24 or 25 times per macroblock, for the 4x4 Y
subblocks and the 2x2 each U and V subblocks (plus an optional Y2 block
for some macroblocks).
It then adds a whole bunch of machinery to be able to compute `plane`,
`band`, and in particular `tricky` (which depends on if the
corresponding left or above subblock has non-zero coefficients).
(It also does dequantization, and does an inverse Walsh-Hadamard
transform when needed, to end up with complete DCT coefficients
in all cases.)
Also add `vp8_short_inv_walsh4x4_c()` from the spec for the inverse
Walsh-Hadamard transform. The YUV output data must bitwise match the
behavior of the spec, so there isn't a ton of flexibility of how to
do this particular function.
This will contain several of the fixed data tables from the VP8 spec.
For starters, it contains the tables needed to read the frame header
in the first partition. These tables are needed to read the
probabilities of the metablock predicition modes, which in turn will
be needed to read the metablock predicition modes themselves.
...and keep a forwarding header around in VP9, so we don't have to
update all references to the class there.
In time, we probably want to merge LibGfx/ImageDecoders and LibVideo
into LibMedia, but for now I need just this class for the lossy
webp decoder. So move just it over.
No behvior change.
Implied point = point created by two subsequent "off curve" points.
Fixes following issues in function that builds glyph path from points:
- If first point is "off curve" it was wrongly treated as "on curve"
which caused wrong first point position in the path.
- If both first and last points in the path are "off curve" implied
point was not created between them which caused wrong path shape in
the end of the path.
Since the color interpolation requires two pixels in the horizontal and
vertical direction to work, 1 pixel wide or high bitmaps would cause a
crash when scaling. Fix this by clamping the index into the valid range.
Fixes#16047.
Previously, calling `.right()` on a `Gfx::Rect` would return the last
column's coordinate still inside the rectangle, or `left + width - 1`.
This is called 'endpoint inclusive' and does not make a lot of sense for
`Gfx::Rect<float>` where a rectangle of width 5 at position (0, 0) would
return 4 as its right side. This same problem exists for `.bottom()`.
This changes `Gfx::Rect` to be endpoint exclusive, which gives us the
nice property that `width = right - left` and `height = bottom - top`.
It enables us to treat `Gfx::Rect<int>` and `Gfx::Rect<float>` exactly
the same.
All users of `Gfx::Rect` have been updated accordingly.
Pixels will leave the lossy decoder with alpha set to 255.
The old code would be a no-op in that case.
No observable behavior change yet, since there still is no
decoder for lossy webp.
We were performing a check whether source pixels would fall into a
clipped rect too early. Since we already clamp the resulting source
coordinates to the clipped rect, we can just remove this code.
Box sampling is a scaling algorithm that averages all the pixels that
form the source for the target pixel. For example, if you would resize a
9x9 image to 3x3, each target pixel would encompass a 3x3 pixel area in
the source image.
Box sampling is a near perfect scaling algorithm for downscaling. When
upscaling with this algorithm, the result is similar to nearest neighbor
or smooth pixels.
We were performing a check whether source pixels would fall into a
clipped rect too early. Since we already clamp the resulting source
coordinates to the clipped rect, we can just remove this code.
Box sampling is a scaling algorithm that averages all the pixels that
form the source for the target pixel. For example, if you would resize a
9x9 image to 3x3, each target pixel would encompass a 3x3 pixel area in
the source image.
Box sampling is a near perfect scaling algorithm for downscaling. When
upscaling with this algorithm, the result is similar to nearest neighbor
or smooth pixels.
For `IntRect`, we assume that the right/bottom edge is offset by minus
one. This obviously will not work for `FloatRect`, since those edges are
infinitely small.
Specialize `right()` and `bottom()` and add a `FIXME` to get rid of the
offset in the future.
This seems mostly harmless and matches what CSS expects from us at the
moment. Eventually our CSS font selection will become more sophisticated
and stop relying on Gfx::FontDatabase for things like this, but for now
it's a simple stopgap that lets websites do "font-family: arial" :^)
Fixes translating in the wrong direction or not at all in the case of
a constraint at (0,0). This doesn't appear to be used anywhere yet but
is needed in the upcoming patch.
...and instead assume it's BGRx8888 or BGRA8888, for now. Always
treating the target as BGRA8888 leads to the alpha channel being
interpreted incorrectly sometimes (as can be seen with WindowServer
overlays).
Fixes#18749