Merge pull request #7 from SDWebImage/bugfix_webp_animtion_render_logic
Fix the Animated WebP render logic used by SDAnimatedImageView.
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3060843fe1
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@ -795,44 +795,47 @@ static void FreeImageData(void *info, const void *data, size_t size) {
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SDWebPCoderFrame *frame = _frames[index];
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UIImage *image;
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WebPIterator iter;
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// Because Animated WebP supports dispose method, which means frames can based on previous canvas context. However, if we clear canvas and loop from the 0 index until the request index, it's harm for performance.
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// But when one frame's dispose method is `WEBP_MUX_DISPOSE_BACKGROUND`, the canvas is cleared after the frame decoded. And subsequent frames are not effected by that frame.
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// So, we calculate each frame's `blendFromIndex`. Then directly draw canvas from that index, instead of always from 0 index.
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if (_currentBlendIndex + 1 == index) {
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// If current blend index is equal to request index, normal serial process
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// If the request index is subsequence of current blend index, it does not matter what dispose method is. The canvas is always ready.
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_currentBlendIndex = index;
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NSUInteger startIndex = index;
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// libwebp's index start with 1
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if (!WebPDemuxGetFrame(_demux, (int)(index + 1), &iter)) {
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if (!WebPDemuxGetFrame(_demux, (int)(startIndex + 1), &iter)) {
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WebPDemuxReleaseIterator(&iter);
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return nil;
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}
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CGImageRef imageRef = [self sd_drawnWebpImageWithCanvas:_canvas iterator:iter colorSpace:_colorSpace];
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if (!imageRef) {
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return nil;
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}
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#if SD_UIKIT || SD_WATCH
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image = [[UIImage alloc] initWithCGImage:imageRef scale:_scale orientation:UIImageOrientationUp];
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#else
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image = [[UIImage alloc] initWithCGImage:imageRef scale:_scale orientation:kCGImagePropertyOrientationUp];
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#endif
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CGImageRelease(imageRef);
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} else {
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// Else, this can happen when one image set to different imageViews or one loop end. So we should clear the shared cavans.
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// Else, this can happen when one image set to different imageViews or one loop end. So we should clear the canvas. Then draw until the canvas is ready.
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if (_currentBlendIndex != NSNotFound) {
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CGContextClearRect(_canvas, CGRectMake(0, 0, _canvasWidth, _canvasHeight));
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}
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_currentBlendIndex = index;
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// Then, loop from the blend from index, draw each of previous frames on the canvas.
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// We use do while loop to call `WebPDemuxNextFrame`(fast), only (startIndex == endIndex) need to create image instance
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// We use do while loop to call `WebPDemuxNextFrame`(fast), until the endIndex meet.
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size_t startIndex = frame.blendFromIndex;
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size_t endIndex = frame.index;
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// libwebp's index start with 1
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if (!WebPDemuxGetFrame(_demux, (int)(startIndex + 1), &iter)) {
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WebPDemuxReleaseIterator(&iter);
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return nil;
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}
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// Draw from range: [startIndex, endIndex)
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if (endIndex > startIndex) {
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do {
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@autoreleasepool {
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if ((size_t)iter.frame_num == endIndex) {
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[self sd_blendWebpImageWithCanvas:_canvas iterator:iter colorSpace:_colorSpace];
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} else {
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}
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} while ((size_t)iter.frame_num < (endIndex + 1) && WebPDemuxNextFrame(&iter));
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}
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}
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// Now the canvas is ready, which respects of dispose method behavior. Just do normal decoding and produce image.
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CGImageRef imageRef = [self sd_drawnWebpImageWithCanvas:_canvas iterator:iter colorSpace:_colorSpace];
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if (!imageRef) {
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return nil;
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@ -843,10 +846,6 @@ static void FreeImageData(void *info, const void *data, size_t size) {
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image = [[UIImage alloc] initWithCGImage:imageRef scale:_scale orientation:kCGImagePropertyOrientationUp];
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#endif
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CGImageRelease(imageRef);
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}
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}
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} while ((size_t)iter.frame_num < (endIndex + 1) && WebPDemuxNextFrame(&iter));
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}
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WebPDemuxReleaseIterator(&iter);
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return image;
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