[webkit-dev] Newbie question re: raw bitmaps
alex at legrope.com
Wed Dec 22 16:44:07 PST 2010
Well at least it's a nice exercise to explore the architecture for
me if nothing else.
IANAL, so I hadn't even considered IP as an issue, but that makes sense.
It would a lot nicer to suppport it natively rather than via NPAPI
or similar, since you can skew/scale/shear and animate these things in SVG.
Good for a number of applications.
Has anyone tried to hook in OpenEXR? Perhaps that would be a better
candidate for high dynamic range images although I'm not sure about it's
performance characteristics for embedded devices. The license is far more
>Platforms provide their own image decoders. Some of them use the
>cross-platform image decoders checked into WebCore:
>A quick skim of mozilla's bug on the subject:
>leads me to believe there is currently no patent-safe way to use JPEG-XR.
>The only platform which has JPEG-XR natively is Windows, however both
>Apple's Windows port and Chromium's windows port use the checked-in
>I think WebKit is unlikely to support JPEG-XR any time soon.
>Without mozilla supporting it (or much content on the web using it)
>there is little reason to add support.
>On Wed, Dec 22, 2010 at 4:28 PM, Alex Danilo <alex at legrope.com> wrote:
>> Hi All,
>> Sorry to post a newbie question.
>> My name's Alex Danilo, I've been doing some SVG stuff over the past
>> few years and now have spent the past few months looking into the SVG
>> implementation in WebKit.
>> What I'm tyring to do is add a new image format in the engine
>> as an exercise.
>> I am trying to add support for JPEG-XR (formerly HD-Photo) as
>> a new supported image format for the <image> element (and <img> in
>> HTML I guess too).
>> Looking at the ports, code etc. this all plumbs via the Image
>> class, BitmapImage class, etc.
>> For some ports, like CG I see that the decode is done lazily
>> and defers it to CG so that no intermediate bitmaps are generated.
>> For JPEG-XR, I will have to unpack the ARGB32 bitmap somewhere
>> in memory and do a GraphicsContext drawImage() call to paint it to
>> the canvas.
>> So my question is, is there any preferred or desirable method
>> to accomplish this? i.e. how should I structure the interface to the
>> Image class to make sure it works on all ports without creating
>> a dog's breakfast of it?
>> All tips and pointers greatly appreciated.
>> webkit-dev mailing list
>> webkit-dev at lists.webkit.org
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