//
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
//
namespace ImageSharp.Formats
{
using System;
using System.Buffers;
using System.IO;
///
/// Encodes and compresses the image data using dynamic Lempel-Ziv compression.
///
///
/// Adapted from Jef Poskanzer's Java port by way of J. M. G. Elliott. K Weiner 12/00
///
/// GIFCOMPR.C - GIF Image compression routines
///
///
/// Lempel-Ziv compression based on 'compress'. GIF modifications by
/// David Rowley (mgardi@watdcsu.waterloo.edu)
///
/// GIF Image compression - modified 'compress'
///
/// Based on: compress.c - File compression ala IEEE Computer, June 1984.
/// By Authors: Spencer W. Thomas (decvax!harpo!utah-cs!utah-gr!thomas)
/// Jim McKie (decvax!mcvax!jim)
/// Steve Davies (decvax!vax135!petsd!peora!srd)
/// Ken Turkowski (decvax!decwrl!turtlevax!ken)
/// James A. Woods (decvax!ihnp4!ames!jaw)
/// Joe Orost (decvax!vax135!petsd!joe)
///
///
internal sealed class LzwEncoder : IDisposable
{
///
/// The end-of-file marker
///
private const int Eof = -1;
///
/// The maximum number of bits.
///
private const int Bits = 12;
///
/// 80% occupancy
///
private const int HashSize = 5003;
///
/// Mask used when shifting pixel values
///
private static readonly int[] Masks =
{
0x0000, 0x0001, 0x0003, 0x0007, 0x000F, 0x001F, 0x003F, 0x007F, 0x00FF,
0x01FF, 0x03FF, 0x07FF, 0x0FFF, 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF
};
///
/// The working pixel array
///
private readonly byte[] pixelArray;
///
/// The initial code size.
///
private readonly int initialCodeSize;
///
/// The hash table.
///
private readonly int[] hashTable;
///
/// The code table.
///
private readonly int[] codeTable;
///
/// Define the storage for the packet accumulator.
///
private readonly byte[] accumulators = new byte[256];
///
/// A value indicating whether this instance of the given entity has been disposed.
///
/// if this instance has been disposed; otherwise, .
///
/// If the entity is disposed, it must not be disposed a second
/// time. The isDisposed field is set the first time the entity
/// is disposed. If the isDisposed field is true, then the Dispose()
/// method will not dispose again. This help not to prolong the entity's
/// life in the Garbage Collector.
///
private bool isDisposed;
///
/// The current pixel
///
private int currentPixel;
///
/// Number of bits/code
///
private int bitCount;
///
/// User settable max # bits/code
///
private int maxbits = Bits;
///
/// maximum code, given bitCount
///
private int maxcode;
///
/// should NEVER generate this code
///
private int maxmaxcode = 1 << Bits;
///
/// For dynamic table sizing
///
private int hsize = HashSize;
///
/// First unused entry
///
private int freeEntry;
///
/// Block compression parameters -- after all codes are used up,
/// and compression rate changes, start over.
///
private bool clearFlag;
///
/// Algorithm: use open addressing double hashing (no chaining) on the
/// prefix code / next character combination. We do a variant of Knuth's
/// algorithm D (vol. 3, sec. 6.4) along with G. Knott's relatively-prime
/// secondary probe. Here, the modular division first probe is gives way
/// to a faster exclusive-or manipulation. Also do block compression with
/// an adaptive reset, whereby the code table is cleared when the compression
/// ratio decreases, but after the table fills. The variable-length output
/// codes are re-sized at this point, and a special CLEAR code is generated
/// for the decompressor. Late addition: construct the table according to
/// file size for noticeable speed improvement on small files. Please direct
/// questions about this implementation to ames!jaw.
///
private int globalInitialBits;
///
/// The clear code.
///
private int clearCode;
///
/// The end-of-file code.
///
private int eofCode;
///
/// Output the given code.
/// Inputs:
/// code: A bitCount-bit integer. If == -1, then EOF. This assumes
/// that bitCount =< wordsize - 1.
/// Outputs:
/// Outputs code to the file.
/// Assumptions:
/// Chars are 8 bits long.
/// Algorithm:
/// Maintain a BITS character long buffer (so that 8 codes will
/// fit in it exactly). Use the VAX insv instruction to insert each
/// code in turn. When the buffer fills up empty it and start over.
///
private int currentAccumulator;
///
/// The current bits.
///
private int currentBits;
///
/// Number of characters so far in this 'packet'
///
private int accumulatorCount;
///
/// Initializes a new instance of the class.
///
/// The array of indexed pixels.
/// The color depth in bits.
public LzwEncoder(byte[] indexedPixels, int colorDepth)
{
this.pixelArray = indexedPixels;
this.initialCodeSize = Math.Max(2, colorDepth);
this.hashTable = ArrayPool.Shared.Rent(HashSize);
this.codeTable = ArrayPool.Shared.Rent(HashSize);
Array.Clear(this.hashTable, 0, HashSize);
Array.Clear(this.codeTable, 0, HashSize);
}
///
/// Encodes and compresses the indexed pixels to the stream.
///
/// The stream to write to.
public void Encode(Stream stream)
{
// Write "initial code size" byte
stream.WriteByte((byte)this.initialCodeSize);
this.currentPixel = 0;
// Compress and write the pixel data
this.Compress(this.initialCodeSize + 1, stream);
// Write block terminator
stream.WriteByte(GifConstants.Terminator);
}
///
public void Dispose()
{
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
this.Dispose(true);
}
///
/// Gets the maximum code value
///
/// The number of bits
/// See
private static int GetMaxcode(int bitCount)
{
return (1 << bitCount) - 1;
}
///
/// Add a character to the end of the current packet, and if it is 254 characters,
/// flush the packet to disk.
///
/// The character to add.
/// The stream to write to.
private void AddCharacter(byte c, Stream stream)
{
this.accumulators[this.accumulatorCount++] = c;
if (this.accumulatorCount >= 254)
{
this.FlushPacket(stream);
}
}
///
/// Table clear for block compress
///
/// The output stream.
private void ClearBlock(Stream stream)
{
this.ResetCodeTable(this.hsize);
this.freeEntry = this.clearCode + 2;
this.clearFlag = true;
this.Output(this.clearCode, stream);
}
///
/// Reset the code table.
///
/// The hash size.
private void ResetCodeTable(int size)
{
for (int i = 0; i < size; ++i)
{
this.hashTable[i] = -1;
}
}
///
/// Compress the packets to the stream.
///
/// The initial bits.
/// The stream to write to.
private void Compress(int intialBits, Stream stream)
{
int fcode;
int c;
int ent;
int hsizeReg;
int hshift;
// Set up the globals: globalInitialBits - initial number of bits
this.globalInitialBits = intialBits;
// Set up the necessary values
this.clearFlag = false;
this.bitCount = this.globalInitialBits;
this.maxcode = GetMaxcode(this.bitCount);
this.clearCode = 1 << (intialBits - 1);
this.eofCode = this.clearCode + 1;
this.freeEntry = this.clearCode + 2;
this.accumulatorCount = 0; // clear packet
ent = this.NextPixel();
hshift = 0;
for (fcode = this.hsize; fcode < 65536; fcode *= 2)
{
++hshift;
}
hshift = 8 - hshift; // set hash code range bound
hsizeReg = this.hsize;
this.ResetCodeTable(hsizeReg); // clear hash table
this.Output(this.clearCode, stream);
while ((c = this.NextPixel()) != Eof)
{
fcode = (c << this.maxbits) + ent;
int i = (c << hshift) ^ ent /* = 0 */;
if (this.hashTable[i] == fcode)
{
ent = this.codeTable[i];
continue;
}
// Non-empty slot
if (this.hashTable[i] >= 0)
{
int disp = hsizeReg - i;
if (i == 0)
{
disp = 1;
}
do
{
if ((i -= disp) < 0)
{
i += hsizeReg;
}
if (this.hashTable[i] == fcode)
{
ent = this.codeTable[i];
break;
}
}
while (this.hashTable[i] >= 0);
if (this.hashTable[i] == fcode)
{
continue;
}
}
this.Output(ent, stream);
ent = c;
if (this.freeEntry < this.maxmaxcode)
{
this.codeTable[i] = this.freeEntry++; // code -> hashtable
this.hashTable[i] = fcode;
}
else
{
this.ClearBlock(stream);
}
}
// Put out the final code.
this.Output(ent, stream);
this.Output(this.eofCode, stream);
}
///
/// Flush the packet to disk, and reset the accumulator.
///
/// The output stream.
private void FlushPacket(Stream outStream)
{
if (this.accumulatorCount > 0)
{
outStream.WriteByte((byte)this.accumulatorCount);
outStream.Write(this.accumulators, 0, this.accumulatorCount);
this.accumulatorCount = 0;
}
}
///
/// Return the next pixel from the image
///
///
/// The
///
private int NextPixel()
{
if (this.currentPixel == this.pixelArray.Length)
{
return Eof;
}
this.currentPixel++;
return this.pixelArray[this.currentPixel - 1] & 0xff;
}
///
/// Output the current code to the stream.
///
/// The code.
/// The stream to write to.
private void Output(int code, Stream outs)
{
this.currentAccumulator &= Masks[this.currentBits];
if (this.currentBits > 0)
{
this.currentAccumulator |= code << this.currentBits;
}
else
{
this.currentAccumulator = code;
}
this.currentBits += this.bitCount;
while (this.currentBits >= 8)
{
this.AddCharacter((byte)(this.currentAccumulator & 0xff), outs);
this.currentAccumulator >>= 8;
this.currentBits -= 8;
}
// If the next entry is going to be too big for the code size,
// then increase it, if possible.
if (this.freeEntry > this.maxcode || this.clearFlag)
{
if (this.clearFlag)
{
this.maxcode = GetMaxcode(this.bitCount = this.globalInitialBits);
this.clearFlag = false;
}
else
{
++this.bitCount;
this.maxcode = this.bitCount == this.maxbits
? this.maxmaxcode
: GetMaxcode(this.bitCount);
}
}
if (code == this.eofCode)
{
// At EOF, write the rest of the buffer.
while (this.currentBits > 0)
{
this.AddCharacter((byte)(this.currentAccumulator & 0xff), outs);
this.currentAccumulator >>= 8;
this.currentBits -= 8;
}
this.FlushPacket(outs);
}
}
///
/// Disposes the object and frees resources for the Garbage Collector.
///
/// If true, the object gets disposed.
private void Dispose(bool disposing)
{
if (this.isDisposed)
{
return;
}
if (disposing)
{
ArrayPool.Shared.Return(this.hashTable);
ArrayPool.Shared.Return(this.codeTable);
}
this.isDisposed = true;
}
}
}