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📄 imagedecoder.h

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
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/* * Copyright (C) 2006 Apple Computer, Inc.  All rights reserved. * Copyright (C) 2008, 2009 Google, Inc. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright *    notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright *    notice, this list of conditions and the following disclaimer in the *    documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  */#ifndef ImageDecoder_h#define ImageDecoder_h#include "IntRect.h"#include "ImageSource.h"#include "NativeImageSkia.h"#include "PlatformString.h"#include "SharedBuffer.h"#include <wtf/Assertions.h>#include <wtf/PassRefPtr.h>#include <wtf/RefCounted.h>#include <wtf/RefPtr.h>#include <wtf/Vector.h>#include "SkBitmap.h"namespace WebCore {    class RefCountedNativeImageSkia : public RefCounted<RefCountedNativeImageSkia> {    public:        static PassRefPtr<RefCountedNativeImageSkia> create()        {            return adoptRef(new RefCountedNativeImageSkia);        }        const NativeImageSkia& bitmap() const { return m_bitmap; }        NativeImageSkia& bitmap() { return m_bitmap; }    private:        RefCountedNativeImageSkia() {}        NativeImageSkia m_bitmap;    };    // The RGBA32Buffer object represents the decoded image data in RGBA32 format.    // This buffer is what all decoders write a single frame into.  Frames are then    // instantiated for drawing by being handed this buffer.    //    // The image data of an RGBA32Buffer is kept in an SkBitmapRef, a refcounting    // container for an SkBitmap.  In all normal cases, the refcount should be    // exactly one.  The exception happens when resizing the vector<RGBA32Buffer> in    // ImageDecoder::m_frameBufferCache, which copies all the buffers to the new    // vector, thus transiently incrementing the refcount to two.    //    // The choice to use an SkBitmapRef instead of an SkBitmap is not because of    // performance concerns -- SkBitmap refcounts its internal data anyway.  Rather,    // we need the aforementioned vector resize to preserve the exact underlying    // SkBitmap object, since we may have already given its address to    // BitmapImage::m_frames.  Using an SkBitmap would mean that after ImageDecoder    // resizes its vector, BitmapImage would be holding a pointer to garbage.    class RGBA32Buffer {    public:        enum FrameStatus { FrameEmpty, FramePartial, FrameComplete };        enum FrameDisposalMethod {            // If you change the numeric values of these, make sure you audit all            // users, as some users may cast raw values to/from these constants.            DisposeNotSpecified,       // Leave frame in framebuffer            DisposeKeep,               // Leave frame in framebuffer            DisposeOverwriteBgcolor,   // Clear frame to transparent            DisposeOverwritePrevious,  // Clear frame to previous framebuffer contents        };        RGBA32Buffer()            : m_status(FrameEmpty)            , m_duration(0)            , m_disposalMethod(DisposeNotSpecified)        {            m_bitmapRef = RefCountedNativeImageSkia::create();        }        // This constructor doesn't create a new copy of the image data, it only        // increases the ref count of the existing bitmap.        RGBA32Buffer(const RGBA32Buffer& other)        {            m_bitmapRef = RefCountedNativeImageSkia::create();            operator=(other);        }        ~RGBA32Buffer()        {        }        // Initialize with another buffer.  This function doesn't create a new copy        // of the image data, it only increases the refcount of the existing bitmap.        //        // Normal callers should not generally be using this function.  If you want        // to create a copy on which you can modify the image data independently,        // use copyBitmapData() instead.        RGBA32Buffer& operator=(const RGBA32Buffer& other)        {            if (this == &other)                return *this;            m_bitmapRef = other.m_bitmapRef;            setRect(other.rect());            setStatus(other.status());            setDuration(other.duration());            setDisposalMethod(other.disposalMethod());            setHasAlpha(other.hasAlpha());            return *this;        }        void clear()        {            m_bitmapRef = RefCountedNativeImageSkia::create();            m_status = FrameEmpty;            // NOTE: Do not reset other members here; clearFrameBufferCache()            // calls this to free the bitmap data, but other functions like            // initFrameBuffer() and frameComplete() may still need to read            // other metadata out of this frame later.        }        // This function creates a new copy of the image data in |other|, so the        // two images can be modified independently.        void copyBitmapData(const RGBA32Buffer& other)        {            if (this == &other)                return;            m_bitmapRef = RefCountedNativeImageSkia::create();            SkBitmap& bmp = bitmap();            const SkBitmap& otherBmp = other.bitmap();            bmp.setConfig(SkBitmap::kARGB_8888_Config, other.width(),                          other.height(), otherBmp.rowBytes());            bmp.allocPixels();            if (width() > 0 && height() > 0) {                memcpy(bmp.getAddr32(0, 0),                       otherBmp.getAddr32(0, 0),                       otherBmp.rowBytes() * height());            }        }        NativeImageSkia& bitmap() { return m_bitmapRef->bitmap(); }        const NativeImageSkia& bitmap() const { return m_bitmapRef->bitmap(); }        // Must be called before any pixels are written. Will return true on        // success, false if the memory allocation fails.        bool setSize(int width, int height)        {            // This function should only be called once, it will leak memory            // otherwise.            SkBitmap& bmp = bitmap();            ASSERT(bmp.width() == 0 && bmp.height() == 0);            bmp.setConfig(SkBitmap::kARGB_8888_Config, width, height);            if (!bmp.allocPixels())                return false;  // Allocation failure, maybe the bitmap was too big.            // Clear the image.            bmp.eraseARGB(0, 0, 0, 0);            return true;        }        int width() const { return bitmap().width(); }        int height() const { return bitmap().height(); }        const IntRect& rect() const { return m_rect; }        FrameStatus status() const { return m_status; }        unsigned duration() const { return m_duration; }        FrameDisposalMethod disposalMethod() const { return m_disposalMethod; }        bool hasAlpha() const { return !bitmap().isOpaque(); }        void setRect(const IntRect& r) { m_rect = r; }        void setStatus(FrameStatus s)        {            if (s == FrameComplete)                m_bitmapRef->bitmap().setDataComplete();  // Tell the bitmap it's done.            m_status = s;        }        void setDuration(unsigned duration) { m_duration = duration; }        void setDisposalMethod(FrameDisposalMethod method) { m_disposalMethod = method; }        void setHasAlpha(bool alpha) { bitmap().setIsOpaque(!alpha); }        static void setRGBA(uint32_t* dest, uint8_t r, uint8_t g, uint8_t b, uint8_t a)        {            // We store this data pre-multiplied.            if (a == 0)                *dest = 0;            else {                if (a < 255) {                    float alphaPercent = a / 255.0f;                    r = static_cast<unsigned>(r * alphaPercent);                    g = static_cast<unsigned>(g * alphaPercent);                    b = static_cast<unsigned>(b * alphaPercent);                }                *dest = (a << 24 | r << 16 | g << 8 | b);            }        }        void setRGBA(int x, int y, uint8_t r, uint8_t g, uint8_t b, uint8_t a)        {            setRGBA(bitmap().getAddr32(x, y), r, g, b, a);        }    private:        RefPtr<RefCountedNativeImageSkia> m_bitmapRef;        IntRect m_rect;    // The rect of the original specified frame within the overall buffer.                           // This will always just be the entire buffer except for GIF frames                           // whose original rect was smaller than the overall image size.        FrameStatus m_status; // Whether or not this frame is completely finished decoding.        unsigned m_duration; // The animation delay.        FrameDisposalMethod m_disposalMethod; // What to do with this frame's data when initializing the next frame.    };    // The ImageDecoder class represents a base class for specific image format decoders    // (e.g., GIF, JPG, PNG, ICO) to derive from.  All decoders decode into RGBA32 format    // and the base class manages the RGBA32 frame cache.    class ImageDecoder {    public:        ImageDecoder() : m_failed(false), m_sizeAvailable(false)  {}        virtual ~ImageDecoder() {}        // The the filename extension usually associated with an undecoded image of this type.        virtual String filenameExtension() const = 0;        // All specific decoder plugins must do something with the data they are given.        virtual void setData(SharedBuffer* data, bool allDataReceived) { m_data = data; }        // Whether or not the size information has been decoded yet. This default        // implementation just returns true if the size has been set and we have not        // seen a failure. Decoders may want to override this to lazily decode        // enough of the image to get the size.        virtual bool isSizeAvailable() const        {            return !m_failed && m_sizeAvailable;         }        // Requests the size.        virtual IntSize size() const        {            // Requesting the size of an invalid bitmap is meaningless.            ASSERT(!m_failed);            return m_size;        }        // The total number of frames for the image.  Classes that support multiple frames        // will scan the image data for the answer if they need to (without necessarily        // decoding all of the individual frames).        virtual int frameCount() { return 1; }        // The number of repetitions to perform for an animation loop.        virtual int repetitionCount() const { return cAnimationNone; }        // Called to obtain the RGBA32Buffer full of decoded data for rendering.  The        // decoder plugin will decode as much of the frame as it can before handing        // back the buffer.        virtual RGBA32Buffer* frameBufferAtIndex(size_t index) = 0;        // Whether or not the underlying image format even supports alpha transparency.        virtual bool supportsAlpha() const { return true; }        bool failed() const { return m_failed; }        void setFailed() { m_failed = true; }        // Wipe out frames in the frame buffer cache before |clearBeforeFrame|,        // assuming this can be done without breaking decoding.  Different decoders        // place different restrictions on what frames are safe to destroy, so this        // is left to them to implement.        // For convenience's sake, we provide a default (empty) implementation,        // since in practice only GIFs will ever use this.        virtual void clearFrameBufferCache(size_t clearBeforeFrame) { }    protected:        // Called by the image decoders to set their decoded size, this also check        // the size for validity. It will return true if the size was set, or false        // if there is an error. On error, the m_failed flag will be set and the        // caller should immediately stop decoding.        bool setSize(unsigned width, unsigned height)        {            if (isOverSize(width, height)) {                m_failed = true;                return false;            }            m_size = IntSize(width, height);            m_sizeAvailable = true;            return true;        }        RefPtr<SharedBuffer> m_data; // The encoded data.        Vector<RGBA32Buffer> m_frameBufferCache;        mutable bool m_failed;    private:        // This function allows us to make sure the image is not too large. Very        // large images, even if the allocation succeeds, can take a very long time        // to process, giving the appearance of a DoS.        //        // WebKit also seems to like to ask for the size before data is available        // and in some cases when the failed flag is set. Some of these code paths        // such as BitmapImage::resetAnimation then compute the size of the image        // based on the width and height. Because of this, our total computed image        // byte size must never overflow an int.        static bool isOverSize(unsigned width, unsigned height)        {            unsigned long long total_size = static_cast<unsigned long long>(width)                                          * static_cast<unsigned long long>(height);            if (total_size > 32 * 1024 * 1024)  // 32M = 128MB memory total (32 bpp).                return true;            return false;        }        IntSize m_size;        bool m_sizeAvailable;    };} // namespace WebCore#endif

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