No effect on sunset-retro.png since that's not animated.
wow.gif (nee giphy.gif) (184k):
1.4M -> 255K
74.0 ms ± 1.1 ms -> 86.9 ms ± 3.3 ms
(from 7.6x as big as the gif input to 1.4x as big.
About 82% smaller, for a 16% slowdown.)
7z7c.gif (11K):
8.4K -> 8.6K
12.9 ms ± 0.5 ms -> 12.7 ms ± 0.5 ms
(2.4% bigger, so the transform makes things a bit worse for this
image.)
AnimationWriter already only stores the smallest rect that contains
changing pixels between two frames. For example, when doing a screen
recording and only the mouse cursor moves, we already only encode
the pixels in the (single) rectangle containing old and new mouse cursor
positions.
Within that rectangle, there can still be many pixels that are identical
over the two frames. When possible, we now replace all identical pixels
with transparent black. This has two advantages:
1. It can reduce the number of colors in the image. In particular,
for wow.gif (and likely many other gifs), new frames had more
than 256 colors before, and have fewer than 256 colors after this
change.
2. Long run of identical pixels compress better.
In some cases, this transform might make things slighly worse,
for example if the input image already consists of long runs of
a single color. We'll now add another color to it (transparent black),
without it helping much. And the decoder now must do some blending,
slowing down decoding a bit.
But most of the time this should be a pretty big win. We can tweak
the heuristic when to do it later.
This transform is possible when:
* The new frame doesn't already have transparent pixels (which are
different from the old frame)
* The encoder/decoder can handle frames with transparent pixels
For the latter reason, encoders currently have to opt in to this.
* Matches how the loader is organized
* `compress_VP8L_image_data()` will grow longer when we add actual
compression
* Maybe someone wants to write a lossy compressor one day
No behavior change.
This code path now also compresses to memory once, and then writes to
the output stream.
Since the animation writer has a SeekableStream, it could compress to
the stream directly and fix up offsets later. That's more complicated
though, and keeping the animated and non-animated code paths similar
seems nice. And the drawback is just temporary higher memory use, and
the used memory is smaller than the memory needed by the input bitmap.
Before, we used to compress the image data to memory, then make another
copy to memory, and then write to the output stream.
Now, we compress to memory once and then write to the output stream.
No behavior change.
Once we see a frame with transparent pixels, we now toggle the
"has alpha" bit in the header.
To not require a SeekableStream opened for reading, we now pass the
unmodified original flag bit to WebPAnimationWriter.
The high-level design is that we have a static method on WebPWriter that
returns an AnimationWriter object. AnimationWriter has a virtual method
for writing individual frames. This allows streaming animations to disk,
without having to buffer up the entire animation in memory first.
The semantics of this function, add_frame(), are that data is flushed
to disk every time the function is called, so that no explicit `close()`
method is needed.
For some formats that store animation length at the start of the file,
including WebP, this means that this needs to write to a SeekableStream,
so that add_frame() can seek to the start and update the size when a
frame is written.
This design should work for GIF and APNG writing as well. We can move
AnimationWriter to a new header if we add writers for these.
Currently, `animation` can read any animated image format we can read
(apng, gif, webp) and convert it to an animated webp file.
The written animated webp file is not compressed whatsoever, so this
creates large output files at the moment.
Two bugs:
1. Correctly set bits in VP8X header.
Turns out these were set in the wrong order.
2. Correctly set the `has_alpha` flag.
Also add a test for writing webp files with icc data. With the
additional checks in other commits in this PR, this test catches
the bug in WebPWriter.
Rearrange some existing functions to make it easier to write this test:
* Extract encode_bitmap() from get_roundtrip_bitmap().
encode_bitmap() allows passing extra_args that the test uses to pass
in ICC data.
* Extract expect_bitmaps_equal() from test_roundtrip()
That way, we can write 0 instead of 8 bits for every alpha byte.
Reduces the size of sunset-retro.png when saved as a webp file
from 3 MiB to 2.25 MiB, without affecting encode speed.
Once we use CanonicalCodes we'll get this for free for all channels,
but opaque images are common enough that it feels worth it to do this
before then.
This doesn't use any transforms yet (in particular not the predictor
transform), and doesn't do anything else that actually compresses the
data.
It also give all 256 values code length 8 unconditionally. This means
the huffman trees are not data-dependent at all and provide no
compression. It also means we can just write out the image data
unmodified.
So the output is fairly large. But it _is_ a valid lossless webp file.
Possible follow-ups, to improve compression later:
1. Use actual byte distributions to create huffman trees, to get
huffman compression.
2. If the distribution has just 1 element, write a simple code length
code (that way, images that have alpha 0xff everywhere need to store
no data for alpha).
3. Add backref support, to get full deflate(ish) compression of pixels.
4. Add predictor transform.
5. Consider writing different sets of prefix codes for every 16x16 tile
(by writing a meta prefix code image).
(It might be nice to make the follow-ups optional, so that this can also
be used as a webp example file generator.)