Internet-Draft | WebP Image Format | October 2022 |
Zern, et al. | Expires 17 April 2023 | [Page] |
This document defines the WebP image format and registers a media type supporting its use.¶
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WebP is a Resource Interchange File Format (RIFF) [RIFF-spec] based image file format (Section 2) which supports lossless and lossy compression as well as alpha (transparency) and animation. It covers use cases similar to JPEG [JPEG-spec], PNG [RFC2083] and the Graphics Interchange Format (GIF) [GIF-spec].¶
WebP consists of two compression algorithms used to reduce the size of image pixel data, including alpha (transparency) information. Lossy compression is achieved using VP8 intra-frame encoding [RFC6386]. The lossless algorithm (Section 3) stores and restores the pixel values exactly, including the color values for zero alpha pixels. The format uses subresolution images, recursively embedded into the format itself, for storing statistical data about the images, such as the used entropy codes, spatial predictors, color space conversion, and color table. [LZ77], prefix coding [Huffman], and a color cache are used for compression of the bulk data.¶
Note this section is based on the documentation in the libwebp source repository [webp-riff-src].¶
WebP is an image format that uses either (i) the VP8 intra-frame encoding [RFC6386] to compress image data in a lossy way, or (ii) the WebP lossless encoding (Section 3). These encoding schemes should make it more efficient than currently used formats. It is optimized for fast image transfer over the network (e.g., for websites). The WebP format has feature parity (color profile, metadata, animation, etc.) with other formats as well. This section describes the structure of a WebP file.¶
The WebP container (i.e., RIFF container for WebP) allows feature support over and above the basic use case of WebP (i.e., a file containing a single image encoded as a VP8 key frame). The WebP container provides additional support for:¶
The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "NOT RECOMMENDED", "MAY", and "OPTIONAL" in this document are to be interpreted as described in BCP 14 [RFC2119] [RFC8174] when, and only when, they appear in all capitals, as shown here.¶
Bit numbering in chunk diagrams starts at 0
for the most
significant bit ('MSB 0') as described in [RFC1166].¶
A WebP file contains either a still image (i.e., an encoded matrix of pixels) or an animation (Section 2.7.1.1). Optionally, it can also contain transparency information, color profile and metadata. In case we need to refer only to the matrix of pixels, we will call it the canvas of the image.¶
Below are additional terms used throughout this section:¶
The WebP file format is based on the RIFF [RIFF-spec] (Resource Interchange File Format) document format.¶
The basic element of a RIFF file is a chunk. It consists of:¶
0
to conform with RIFF [RIFF-spec] -- is added.¶
Note: RIFF has a convention that all-uppercase chunk FourCCs are standard chunks that apply to any RIFF file format, while FourCCs specific to a file format are all lowercase. WebP does not follow this convention.¶
A WebP file MUST begin with a RIFF header with the FourCC 'WEBP'. The
file size in the header is the total size of the chunks that follow
plus 4
bytes for the 'WEBP' FourCC. The file SHOULD NOT
contain any data after the data specified by File Size.
Readers MAY parse such files, ignoring the trailing data. As the size
of any chunk is even, the size given by the RIFF header is also even.
The contents of individual chunks will be described in the following
sections.¶
This layout SHOULD be used if the image requires lossy encoding and does not require transparency or other advanced features provided by the extended format. Files with this layout are smaller and supported by older software.¶
Simple WebP (lossy) file format:¶
VP8 chunk:¶
Note the fourth character in the 'VP8 ' FourCC is an ASCII space (0x20).¶
The VP8 bitstream format specification is described by [RFC6386]. Note that the VP8 frame header contains the VP8 frame width and height. That is assumed to be the width and height of the canvas.¶
The VP8 specification describes how to decode the image into Y'CbCr format. To convert to RGB, Rec. 601 [rec601] SHOULD be used. Applications MAY use another conversion method, but visual results may differ among decoders.¶
Note: Older readers may not support files using the lossless format.¶
This layout SHOULD be used if the image requires lossless encoding (with an optional transparency channel) and does not require advanced features provided by the extended format.¶
Simple WebP (lossless) file format:¶
VP8L chunk:¶
The specification of the VP8L bitstream can be found in Section 3. Note that the VP8L header contains the VP8L image width and height. That is assumed to be the width and height of the canvas.¶
Note: Older readers may not support files using the extended format.¶
An extended format file consists of:¶
For a still image, the image data consists of a single frame, which is made up of:¶
For an animated image, the image data consists of multiple frames. More details about frames can be found in Section 2.7.1.1.¶
All chunks SHOULD be placed in the same order as listed above. If a chunk appears in the wrong place, the file is invalid, but readers MAY parse the file, ignoring the chunks that are out of order.¶
Rationale: Setting the order of chunks should allow quicker file parsing. For example, if an 'ALPH' chunk does not appear in its required position, a decoder can choose to stop searching for it. The rule of ignoring late chunks should make programs that need to do a full search give the same results as the ones stopping early.¶
Extended WebP file header:¶
0
. Readers MUST ignore this field.¶
0
. Readers MUST ignore this field.¶
0
. Readers MUST ignore this field.¶
1 + Canvas Width Minus One
¶
1 + Canvas Height Minus One
¶
The product of Canvas Width and Canvas Height MUST
be at most 2^32 - 1
.¶
Future specifications may add more fields. Unknown fields MUST be ignored.¶
An animation is controlled by ANIM and ANMF chunks.¶
ANIM Chunk:¶
For an animated image, this chunk contains the global parameters of the animation.¶
The default background color of the canvas in [Blue, Green,
Red, Alpha] byte order. This color MAY be used to fill the
unused space on the canvas around the frames, as well as the
transparent pixels of the first frame. Background color is
also used when disposal method is 1
.¶
Note:¶
0
means
infinitely.¶
This chunk MUST appear if the Animation flag in the VP8X chunk is set. If the Animation flag is not set and this chunk is present, it MUST be ignored.¶
ANMF chunk:¶
For animated images, this chunk contains information about a single frame. If the Animation flag is not set, then this chunk SHOULD NOT be present.¶
Frame X * 2
¶
Frame Y * 2
¶
1 + Frame Width Minus One
¶
1 + Frame Height Minus One
¶
0
. Readers MUST ignore this field.¶
Indicates how transparent pixels of the current frame are to be blended with corresponding pixels of the previous canvas:¶
0
: Use alpha blending. After disposing of the
previous frame, render the current frame on the canvas
using alpha-blending (Section 2.7.1.1, Paragraph 10, Item 16.4.2).
If the current frame does not have an alpha channel,
assume alpha value of 255, effectively replacing the
rectangle.¶
1
: Do not blend. After disposing of the
previous frame, render the current frame on the canvas by
overwriting the rectangle covered by the current
frame.¶
Indicates how the current frame is to be treated after it has been displayed (before rendering the next frame) on the canvas:¶
0
: Do not dispose. Leave the canvas as is.¶
1
: Dispose to background color. Fill the
rectangle on the canvas covered by the current
frame with background color specified in the ANIM chunk (Section 2.7.1.1, Paragraph 2).¶
Notes:¶
Alpha-blending:¶
Given that each of the R, G, B and A channels is 8-bit, and the RGB channels are not premultiplied by alpha, the formula for blending 'dst' onto 'src' is:¶
blend.A = src.A + dst.A * (1 - src.A / 255) if blend.A = 0 then blend.RGB = 0 else blend.RGB = (src.RGB * src.A + dst.RGB * dst.A * (1 - src.A / 255)) / blend.A¶
16
bytesConsists of:¶
Note: The 'ANMF' payload, Frame Data above, consists of individual padded chunks as described by the RIFF file format (Section 2.3).¶
0
. Readers MUST ignore this field.¶
These informative bits are used to signal the pre-processing that has been performed during compression. The decoder can use this information to e.g. dither the values or smooth the gradients prior to display.¶
The filtering method used:¶
For each pixel, filtering is performed using the following
calculations. Assume the alpha values surrounding the current
X
position are labeled as:¶
We seek to compute the alpha value at position X. First, a prediction is made depending on the filtering method:¶
0
: predictor = 0¶
1
: predictor = A¶
2
: predictor = B¶
3
: predictor = clip(A + B - C)¶
where clip(v)
is equal to:¶
The final value is derived by adding the decompressed value
X
to the predictor and using modulo-256 arithmetic to
wrap the [256-511] range into the [0-255] one:¶
alpha = (predictor + X) % 256¶
There are special cases for left-most and top-most pixel positions:¶
Decoders are not required to use this information in any specified way.¶
The compression method used:¶
1
bytesThis optional chunk contains encoded alpha data for this frame. A frame containing a 'VP8L' chunk SHOULD NOT contain this chunk.¶
Rationale: The transparency information is already part of the 'VP8L' chunk.¶
The alpha channel data is stored as uncompressed raw data (when compression method is '0') or compressed using the lossless format (when the compression method is '1').¶
Lossless format compression: the byte sequence is a compressed image-stream (as described in Section 3) of implicit dimension width x height. That is, this image-stream does NOT contain any headers describing the image dimension.¶
Rationale: the dimension is already known from other sources, so storing it again would be redundant and error-prone.¶
Once the image-stream is decoded into ARGB color values, following the process described in the lossless format specification, the transparency information must be extracted from the green channel of the ARGB quadruplet.¶
Rationale: the green channel is allowed extra transformation steps in the specification -- unlike the other channels -- that can improve compression.¶
This chunk contains compressed bitstream data for a single frame.¶
A bitstream chunk may be either (i) a VP8 chunk, using "VP8 " (note the significant fourth-character space) as its tag or (ii) a VP8L chunk, using "VP8L" as its tag.¶
The formats of VP8 and VP8L chunks are as described in Section 2.5 and Section 2.6 respectively.¶
This chunk MUST appear before the image data.¶
There SHOULD be at most one such chunk. If there are more such chunks, readers MAY ignore all except the first one. See the ICC Specification [ICC] for details.¶
If this chunk is not present, sRGB SHOULD be assumed.¶
Metadata can be stored in 'EXIF' or 'XMP ' chunks.¶
There SHOULD be at most one chunk of each type ('EXIF' and 'XMP '). If there are more such chunks, readers MAY ignore all except the first one.¶
The chunks are defined as follows:¶
EXIF chunk:¶
XMP chunk:¶
Note the fourth character in the 'XMP ' FourCC is an ASCII space (0x20).¶
Additional guidance about handling metadata can be found in the Metadata Working Group's Guidelines for Handling Metadata [MWG].¶
A RIFF chunk (described in Section 2.2.) whose chunk tag is different from any of the chunks described in this section, is considered an unknown chunk.¶
Rationale: Allowing unknown chunks gives a provision for future extension of the format, and also allows storage of any application-specific data.¶
A file MAY contain unknown chunks:¶
Readers SHOULD ignore these chunks. Writers SHOULD preserve them in their original order (unless they specifically intend to modify these chunks).¶
Here we provide an overview of how a reader MUST assemble a canvas in the case of an animated image.¶
The process begins with creating a canvas using the dimensions
given in the 'VP8X' chunk, Canvas Width Minus One + 1
pixels wide by Canvas Height Minus One + 1
pixels high.
The Loop Count
field from the 'ANIM' chunk controls how
many times the animation process is repeated. This is Loop
Count - 1
for non-zero Loop Count
values or
infinitely if Loop Count
is zero.¶
At the beginning of each loop iteration the canvas is filled using the background color from the 'ANIM' chunk or an application defined color.¶
'ANMF' chunks contain individual frames given in display order.
Before rendering each frame, the previous frame's Disposal
method
is applied.¶
The rendering of the decoded frame begins at the Cartesian
coordinates (2 * Frame X
, 2 * Frame Y
) using the
top-left corner of the canvas as the origin. Frame Width Minus
One + 1
pixels wide by Frame Height Minus One + 1
pixels high are rendered onto the canvas using the Blending
method
.¶
The canvas is displayed for Frame Duration
milliseconds.
This continues until all frames given by 'ANMF' chunks have been
displayed. A new loop iteration is then begun or the canvas is left
in its final state if all iterations have been completed.¶
The following pseudocode illustrates the rendering process. The notation VP8X.field means the field in the 'VP8X' chunk with the same description.¶
assert VP8X.flags.hasAnimation canvas <- new image of size VP8X.canvasWidth x VP8X.canvasHeight with background color ANIM.background_color. loop_count <- ANIM.loopCount dispose_method <- Dispose to background color if loop_count == 0: loop_count = inf frame_params <- nil assert next chunk in image_data is ANMF for loop = 0..loop_count - 1 clear canvas to ANIM.background_color or application defined color until eof or non-ANMF chunk frame_params.frameX = Frame X frame_params.frameY = Frame Y frame_params.frameWidth = Frame Width Minus One + 1 frame_params.frameHeight = Frame Height Minus One + 1 frame_params.frameDuration = Frame Duration frame_right = frame_params.frameX + frame_params.frameWidth frame_bottom = frame_params.frameY + frame_params.frameHeight assert VP8X.canvasWidth >= frame_right assert VP8X.canvasHeight >= frame_bottom for subchunk in 'Frame Data': if subchunk.tag == "ALPH": assert alpha subchunks not found in 'Frame Data' earlier frame_params.alpha = alpha_data else if subchunk.tag == "VP8 " OR subchunk.tag == "VP8L": assert bitstream subchunks not found in 'Frame Data' earlier frame_params.bitstream = bitstream_data render frame with frame_params.alpha and frame_params.bitstream on canvas with top-left corner at (frame_params.frameX, frame_params.frameY), using blending method frame_params.blendingMethod. canvas contains the decoded image. Show the contents of the canvas for frame_params.frameDuration * 1ms. dispose_method = frame_params.disposeMethod¶
A lossy encoded image with alpha may look as follows:¶
A losslessly encoded image may look as follows:¶
A lossless image with ICC profile and XMP metadata may look as follows:¶
An animated image with Exif metadata may look as follows:¶
Note this section is based on the documentation in the libwebp source repository [webp-lossless-src].¶
WebP lossless is an image format for lossless compression of ARGB images. The lossless format stores and restores the pixel values exactly, including the color values for zero alpha pixels. The format uses subresolution images, recursively embedded into the format itself, for storing statistical data about the images, such as the used entropy codes, spatial predictors, color space conversion, and color table. LZ77, prefix coding, and a color cache are used for compression of the bulk data. Decoding speeds faster than PNG have been demonstrated, as well as 25% denser compression than can be achieved using today's PNG format.¶
This section describes the compressed data representation of a WebP lossless image. It is intended as a detailed reference for WebP lossless encoder and decoder implementation.¶
In this section, we extensively use C programming language syntax
[ISO.9899.2018] to describe the bitstream, and assume the
existence of a function for reading bits, ReadBits(n)
. The
bytes are read in the natural order of the stream containing them, and
bits of each byte are read in least-significant-bit-first order. When
multiple bits are read at the same time, the integer is constructed
from the original data in the original order. The most significant
bits of the returned integer are also the most significant bits of the
original data. Thus, the statement¶
b = ReadBits(2);¶
is equivalent with the two statements below:¶
b = ReadBits(1); b |= ReadBits(1) << 1;¶
We assume that each color component (e.g. alpha, red, blue and green) is represented using an 8-bit byte. We define the corresponding type as uint8. A whole ARGB pixel is represented by a type called uint32, an unsigned integer consisting of 32 bits. In the code showing the behavior of the transformations, alpha value is codified in bits 31..24, red in bits 23..16, green in bits 15..8 and blue in bits 7..0, but implementations of the format are free to use another representation internally.¶
Broadly, a WebP lossless image contains header data, transform information and actual image data. Headers contain width and height of the image. A WebP lossless image can go through four different types of transformation before being entropy encoded. The transform information in the bitstream contains the data required to apply the respective inverse transforms.¶
The beginning of the header has the RIFF container. This consists of the following 21 bytes:¶
The first 28 bits of the bitstream specify the width and height of the image. Width and height are decoded as 14-bit integers as follows:¶
int image_width = ReadBits(14) + 1; int image_height = ReadBits(14) + 1;¶
The 14-bit dynamics for image size limit the maximum size of a WebP lossless image to 16384x16384 pixels.¶
The alpha_is_used bit is a hint only, and should not impact decoding. It should be set to 0 when all alpha values are 255 in the picture, and 1 otherwise.¶
int alpha_is_used = ReadBits(1);¶
The version_number is a 3 bit code that must be set to 0. Any other value should be treated as an error.¶
int version_number = ReadBits(3);¶
Transformations are reversible manipulations of the image data that can reduce the remaining symbolic entropy by modeling spatial and color correlations. Transformations can make the final compression more dense.¶
An image can go through four types of transformation. A 1 bit indicates the presence of a transform. Each transform is allowed to be used only once. The transformations are used only for the main level ARGB image: the subresolution images have no transforms, not even the 0 bit indicating the end-of-transforms.¶
Typically, an encoder would use these transforms to reduce the Shannon entropy in the residual image. Also, the transform data can be decided based on entropy minimization.¶
while (ReadBits(1)) { // Transform present. // Decode transform type. enum TransformType transform_type = ReadBits(2); // Decode transform data. ... } // Decode actual image data.¶
If a transform is present then the next two bits specify the transform type. There are four types of transforms.¶
enum TransformType { PREDICTOR_TRANSFORM = 0, COLOR_TRANSFORM = 1, SUBTRACT_GREEN = 2, COLOR_INDEXING_TRANSFORM = 3, };¶
The transform type is followed by the transform data. Transform data contains the information required to apply the inverse transform and depends on the transform type. Next we describe the transform data for different types.¶
The predictor transform can be used to reduce entropy by exploiting the fact that neighboring pixels are often correlated. In the predictor transform, the current pixel value is predicted from the pixels already decoded (in scan-line order) and only the residual value (actual - predicted) is encoded. The prediction mode determines the type of prediction to use. We divide the image into squares and all the pixels in a square use same prediction mode.¶
The first 3 bits of prediction data define the block width and
height in number of bits. The number of block columns,
block_xsize
, is used in indexing two-dimensionally.¶
int size_bits = ReadBits(3) + 2; int block_width = (1 << size_bits); int block_height = (1 << size_bits); #define DIV_ROUND_UP(num, den) ((num) + (den) - 1) / (den)) int block_xsize = DIV_ROUND_UP(image_width, 1 << size_bits);¶
The transform data contains the prediction mode for each block of
the image. All the block_width * block_height
pixels of a
block use same prediction mode. The prediction modes are treated
as pixels of an image and encoded using the same techniques
described in Section 3.6.¶
For a pixel x, y, one can compute the respective filter block address by:¶
int block_index = (y >> size_bits) * block_xsize + (x >> size_bits);¶
There are 14 different prediction modes. In each prediction mode, the current pixel value is predicted from one or more neighboring pixels whose values are already known.¶
We choose the neighboring pixels (TL, T, TR, and L) of the current pixel (P) as follows:¶
where TL means top-left, T top, TR top-right, L left pixel. At the time of predicting a value for P, all pixels O, TL, T, TR and L have been already processed, and pixel P and all pixels X are unknown.¶
Given the above neighboring pixels, the different prediction modes are defined as follows.¶
Average2
is defined as follows for each ARGB
component:¶
uint8 Average2(uint8 a, uint8 b) { return (a + b) / 2; }¶
The Select predictor is defined as follows:¶
uint32 Select(uint32 L, uint32 T, uint32 TL) { // L = left pixel, T = top pixel, TL = top left pixel. // ARGB component estimates for prediction. int pAlpha = ALPHA(L) + ALPHA(T) - ALPHA(TL); int pRed = RED(L) + RED(T) - RED(TL); int pGreen = GREEN(L) + GREEN(T) - GREEN(TL); int pBlue = BLUE(L) + BLUE(T) - BLUE(TL); // Manhattan distances to estimates for left and top pixels. int pL = abs(pAlpha - ALPHA(L)) + abs(pRed - RED(L)) + abs(pGreen - GREEN(L)) + abs(pBlue - BLUE(L)); int pT = abs(pAlpha - ALPHA(T)) + abs(pRed - RED(T)) + abs(pGreen - GREEN(T)) + abs(pBlue - BLUE(T)); // Return either left or top, the one closer to the prediction. if (pL < pT) { return L; } else { return T; } }¶
The functions ClampAddSubtractFull
and
ClampAddSubtractHalf
are performed for each ARGB component
as follows:¶
// Clamp the input value between 0 and 255. int Clamp(int a) { return (a < 0) ? 0 : (a > 255) ? 255 : a; } int ClampAddSubtractFull(int a, int b, int c) { return Clamp(a + b - c); } int ClampAddSubtractHalf(int a, int b) { return Clamp(a + (a - b) / 2); }¶
There are special handling rules for some border pixels. If there is a prediction transform, regardless of the mode [0..13] for these pixels, the predicted value for the left-topmost pixel of the image is 0xff000000, L-pixel for all pixels on the top row, and T-pixel for all pixels on the leftmost column.¶
Addressing the TR-pixel for pixels on the rightmost column is exceptional. The pixels on the rightmost column are predicted by using the modes [0..13] just like pixels not on the border, but the leftmost pixel on the same row as the current pixel is instead used as the TR-pixel.¶
The goal of the color transform is to decorrelate the R, G and B values of each pixel. Color transform keeps the green (G) value as it is, transforms red (R) based on green and transforms blue (B) based on green and then based on red.¶
As is the case for the predictor transform, first the image is divided into blocks and the same transform mode is used for all the pixels in a block. For each block there are three types of color transform elements.¶
typedef struct { uint8 green_to_red; uint8 green_to_blue; uint8 red_to_blue; } ColorTransformElement;¶
The actual color transformation is done by defining a color
transform delta. The color transform delta depends on the
ColorTransformElement
, which is the same for all the pixels
in a particular block. The delta is subtracted during color
transform. The inverse color transform then is just adding those
deltas.¶
The color transform function is defined as follows:¶
void ColorTransform(uint8 red, uint8 blue, uint8 green, ColorTransformElement *trans, uint8 *new_red, uint8 *new_blue) { // Transformed values of red and blue components int tmp_red = red; int tmp_blue = blue; // Applying the transform is just subtracting the transform deltas tmp_red -= ColorTransformDelta(trans->green_to_red_, green); tmp_blue -= ColorTransformDelta(trans->green_to_blue_, green); tmp_blue -= ColorTransformDelta(trans->red_to_blue_, red); *new_red = tmp_red & 0xff; *new_blue = tmp_blue & 0xff; }¶
ColorTransformDelta
is computed using a signed 8-bit
integer representing a 3.5-fixed-point number, and a signed 8-bit
RGB color channel (c) [-128..127] and is defined as follows:¶
int8 ColorTransformDelta(int8 t, int8 c) { return (t * c) >> 5; }¶
A conversion from the 8-bit unsigned representation
(uint8
) to the 8-bit signed one (int8
) is required
before calling ColorTransformDelta()
. It should be performed using
8-bit two's complement (that is: uint8 range [128-255] is mapped
to the [-128, -1] range of its converted int8 value).¶
The multiplication is to be done using more precision (with at least 16-bit dynamics). The sign extension property of the shift operation does not matter here: only the lowest 8 bits are used from the result, and there the sign extension shifting and unsigned shifting are consistent with each other.¶
Now we describe the contents of color transform data so that decoding can apply the inverse color transform and recover the original red and blue values. The first 3 bits of the color transform data contain the width and height of the image block in number of bits, just like the predictor transform:¶
int size_bits = ReadBits(3) + 2; int block_width = 1 << size_bits; int block_height = 1 << size_bits;¶
The remaining part of the color transform data contains
ColorTransformElement
instances corresponding to each block
of the image. ColorTransformElement
instances are treated
as pixels of an image and encoded using the methods described in
Section 3.6.¶
During decoding, ColorTransformElement
instances of the
blocks are decoded and the inverse color transform is applied on the
ARGB values of the pixels. As mentioned earlier, that inverse color
transform is just subtracting ColorTransformElement
values
from the red and blue channels.¶
void InverseTransform(uint8 red, uint8 green, uint8 blue, ColorTransformElement *trans, uint8 *new_red, uint8 *new_blue) { // Transformed values of red and blue components int tmp_red = red; int tmp_blue = blue; // Applying inverse transform is just adding the // color transform deltas tmp_red += ColorTransformDelta(trans->green_to_red, green); tmp_blue += ColorTransformDelta(trans->green_to_blue, green); tmp_blue += ColorTransformDelta(trans->red_to_blue, tmp_red & 0xff); *new_red = tmp_red & 0xff; *new_blue = tmp_blue & 0xff; }¶
The subtract green transform subtracts green values from red and blue values of each pixel. When this transform is present, the decoder needs to add the green value to both red and blue. There is no data associated with this transform. The decoder applies the inverse transform as follows:¶
void AddGreenToBlueAndRed(uint8 green, uint8 *red, uint8 *blue) { *red = (*red + green) & 0xff; *blue = (*blue + green) & 0xff; }¶
This transform is redundant as it can be modeled using the color transform, but it is still often useful. Since it can extend the dynamics of the color transform and there is no additional data here, the subtract green transform can be coded using fewer bits than a full-blown color transform.¶
If there are not many unique pixel values, it may be more efficient to create a color index array and replace the pixel values by the array's indices. The color indexing transform achieves this. (In the context of WebP lossless, we specifically do not call this a palette transform because a similar but more dynamic concept exists in WebP lossless encoding: color cache.)¶
The color indexing transform checks for the number of unique ARGB values in the image. If that number is below a threshold (256), it creates an array of those ARGB values, which is then used to replace the pixel values with the corresponding index: the green channel of the pixels are replaced with the index; all alpha values are set to 255; all red and blue values to 0.¶
The transform data contains color table size and the entries in the color table. The decoder reads the color indexing transform data as follows:¶
// 8 bit value for color table size int color_table_size = ReadBits(8) + 1;¶
The color table is stored using the image storage format itself.
The color table can be obtained by reading an image, without the
RIFF header, image size, and transforms, assuming a height of one
pixel and a width of color_table_size
. The color table is
always subtraction-coded to reduce image entropy. The deltas of
palette colors contain typically much less entropy than the colors
themselves, leading to significant savings for smaller images. In
decoding, every final color in the color table can be obtained by
adding the previous color component values by each ARGB component
separately, and storing the least significant 8 bits of the
result.¶
The inverse transform for the image is simply replacing the pixel values (which are indices to the color table) with the actual color table values. The indexing is done based on the green component of the ARGB color.¶
// Inverse transform argb = color_table[GREEN(argb)];¶
If the index is equal or larger than color_table_size, the argb color value should be set to 0x00000000 (transparent black).¶
When the color table is small (equal to or less than 16 colors), several pixels are bundled into a single pixel. The pixel bundling packs several (2, 4, or 8) pixels into a single pixel, reducing the image width respectively. Pixel bundling allows for a more efficient joint distribution entropy coding of neighboring pixels, and gives some arithmetic coding-like benefits to the entropy code, but it can only be used when there are 16 or fewer unique values.¶
color_table_size
specifies how many pixels are
combined:¶
int width_bits; if (color_table_size <= 2) { width_bits = 3; } else if (color_table_size <= 4) { width_bits = 2; } else if (color_table_size <= 16) { width_bits = 1; } else { width_bits = 0; }¶
width_bits
has a value of 0, 1, 2 or 3. A value of 0
indicates no pixel bundling to be done for the image. A value of 1
indicates that two pixels are combined, and each pixel has a range
of [0..15]. A value of 2 indicates that four pixels are combined,
and each pixel has a range of [0..3]. A value of 3 indicates that
eight pixels are combined, and each pixel has a range of [0..1],
i.e., a binary value.¶
The values are packed into the green component as follows:¶
width_bits
= 1: for every x value where x = 2k + 0, a
green value at x is positioned into the 4 least-significant bits
of the green value at x / 2, a green value at x + 1 is positioned
into the 4 most-significant bits of the green value at x / 2.¶
width_bits
= 2: for every x value where x = 4k + 0, a
green value at x is positioned into the 2 least-significant bits
of the green value at x / 4, green values at x + 1 to x + 3 in
order to the more significant bits of the green value at x /
4.¶
width_bits
= 3: for every x value where x = 8k + 0, a
green value at x is positioned into the least-significant bit of
the green value at x / 8, green values at x + 1 to x + 7 in order
to the more significant bits of the green value at x / 8.¶
Image data is an array of pixel values in scan-line order.¶
We use image data in five different roles:¶
ColorTransformElement
values (defined in Color Transform (Section 3.5.2) for different
blocks of the image. Each ColorTransformElement
'cte'
is treated as a pixel whose alpha component is
255
, red component is cte.red_to_blue
, green
component is cte.green_to_blue
and blue component is
cte.green_to_red
.¶
color_table_size
(up to 256 ARGB values) storing the
metadata for the Color
Indexing Transform (Section 3.5.4). This is stored as an image of width
color_table_size
and height 1
.¶
The encoding of image data is independent of its role.¶
The image is first divided into a set of fixed-size blocks (typically 16x16 blocks). Each of these blocks are modeled using their own entropy codes. Also, several blocks may share the same entropy codes.¶
Rationale: Storing an entropy code incurs a cost. This cost can be minimized if statistically similar blocks share an entropy code, thereby storing that code only once. For example, an encoder can find similar blocks by clustering them using their statistical properties, or by repeatedly joining a pair of randomly selected clusters when it reduces the overall amount of bits needed to encode the image.¶
Each pixel is encoded using one of the three possible methods:¶
The following subsections describe each of these in detail.¶
The pixel is stored as prefix coded values of green, red, blue and alpha (in that order). See Section 3.7.2.3 for details.¶
Backward references are tuples of length and distance code:¶
The length and distance values are stored using LZ77 prefix coding.¶
LZ77 prefix coding divides large integer values into two parts: the prefix code and the extra bits: the prefix code is stored using an entropy code, while the extra bits are stored as they are (without an entropy code).¶
Rationale: This approach reduces the storage requirement for the entropy code. Also, large values are usually rare, and so extra bits would be used for very few values in the image. Thus, this approach results in a better compression overall.¶
The following table denotes the prefix codes and extra bits used for storing different range of values.¶
Note: The maximum backward reference length is limited to 4096. Hence, only the first 24 prefix codes (with the respective extra bits) are meaningful for length values. For distance values, however, all the 40 prefix codes are valid.¶
The pseudocode to obtain a (length or distance) value from the prefix code is as follows:¶
if (prefix_code < 4) { return prefix_code + 1; } int extra_bits = (prefix_code - 2) >> 1; int offset = (2 + (prefix_code & 1)) << extra_bits; return offset + ReadBits(extra_bits) + 1;¶
Distance Mapping:¶
As noted previously, distance code is a number indicating the position of a previously seen pixel, from which the pixels are to be copied. This subsection defines the mapping between a distance code and the position of a previous pixel.¶
The distance codes larger than 120 denote the pixel-distance in scan-line order, offset by 120.¶
The smallest distance codes [1..120] are special, and are reserved for a close neighborhood of the current pixel. This neighborhood consists of 120 pixels:¶
7 * (8 + 1 + 7) =
112
].¶
8
such
pixels].¶
The mapping between distance code i
and the neighboring
pixel offset (xi, yi)
is as follows:¶
For example, distance code 1
indicates offset of (0,
1)
for the neighboring pixel, that is, the pixel above the
current pixel (0-pixel difference in X-direction and 1 pixel
difference in Y-direction). Similarly, distance code 3
indicates left-top pixel.¶
The decoder can convert a distances code 'i' to a scan-line order distance 'dist' as follows:¶
(xi, yi) = distance_map[i] dist = x + y * xsize if (dist < 1) { dist = 1 }¶
where 'distance_map' is the mapping noted above and
xsize
is the width of the image in pixels.¶
Color cache stores a set of colors that have been recently used in the image.¶
Rationale: This way, the recently used colors can sometimes be referred to more efficiently than emitting them using other two methods (described in Section 3.6.2.1 and Section 3.6.2.2).¶
Color cache codes are stored as follows. First, there is a 1-bit value that indicates if the color cache is used. If this bit is 0, no color cache codes exist, and they are not transmitted in the prefix code that decodes the green symbols and the length prefix codes. However, if this bit is 1, the color cache size is read next:¶
int color_cache_code_bits = ReadBits(4); int color_cache_size = 1 << color_cache_code_bits;¶
color_cache_code_bits
defines the size of the
color_cache by (1 << color_cache_code_bits
). The
range of allowed values for color_cache_code_bits
is
[1..11]. Compliant decoders must indicate a corrupted
bitstream for other values.¶
A color cache is an array of size color_cache_size
. Each
entry stores one ARGB color. Colors are looked up by indexing them
by (0x1e35a7bd * color
) >> (32 -
color_cache_code_bits
). Only one lookup is done in a
color cache; there is no conflict resolution.¶
In the beginning of decoding or encoding of an image, all entries in all color cache values are set to zero. The color cache code is converted to this color at decoding time. The state of the color cache is maintained by inserting every pixel, be it produced by backward referencing or as literals, into the cache in the order they appear in the stream.¶
Most of the data is coded using a canonical prefix code [Huffman]. Hence, the codes are transmitted by sending the prefix code lengths, as opposed to the actual prefix codes.¶
In particular, the format uses spatially-variant prefix coding. In other words, different blocks of the image can potentially use different entropy codes.¶
Rationale: Different areas of the image may have different characteristics. So, allowing them to use different entropy codes provides more flexibility and potentially a better compression.¶
The encoded image data consists of several parts:¶
There are several steps in decoding the prefix codes.¶
Decoding the Code Lengths:¶
This section describes how to read the prefix code lengths from the bitstream.¶
The prefix code lengths can be coded in two ways. The method used is specified by a 1-bit value.¶
In both cases, there can be unused code lengths that are still part of the stream. This may be inefficient, but it is allowed by the format.¶
(i) Simple Code Length Code:¶
This variant is used in the special case when only 1 or 2 prefix
symbols are in the range [0..255] with code length 1
. All
other prefix code lengths are implicitly zeros.¶
The first bit indicates the number of symbols:¶
int num_symbols = ReadBits(1) + 1;¶
Following are the symbol values. This first symbol is coded using
1 or 8 bits depending on the value of is_first_8bits
. The
range is [0..1] or [0..255], respectively. The second symbol, if
present, is always assumed to be in the range [0..255] and coded
using 8 bits.¶
int is_first_8bits = ReadBits(1); symbol0 = ReadBits(1 + 7 * is_first_8bits); code_lengths[symbol0] = 1; if (num_symbols == 2) { symbol1 = ReadBits(8); code_lengths[symbol1] = 1; }¶
Note: Another special case is when all prefix code
lengths are zeros (an empty prefix code). For example, a
prefix code for distance can be empty if there are no backward
references. Similarly, prefix codes for alpha, red, and blue can
be empty if all pixels within the same meta prefix code are
produced using the color cache. However, this case doesn't need a
special handling, as empty prefix codes can be coded as those
containing a single symbol 0
.¶
(ii) Normal Code Length Code:¶
The code lengths of the prefix code fit in 8 bits and are read
as follows. First, num_code_lengths
specifies the number
of code lengths.¶
int num_code_lengths = 4 + ReadBits(4);¶
If num_code_lengths
is > 18, the bitstream is
invalid.¶
The code lengths are themselves encoded using prefix codes:
lower level code lengths code_length_code_lengths
first
have to be read. The rest of those
code_length_code_lengths
(according to the order in
kCodeLengthCodeOrder
) are zeros.¶
int kCodeLengthCodes = 19; int kCodeLengthCodeOrder[kCodeLengthCodes] = { 17, 18, 0, 1, 2, 3, 4, 5, 16, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 }; int code_length_code_lengths[kCodeLengthCodes] = { 0 }; // All zeros for (i = 0; i < num_code_lengths; ++i) { code_length_code_lengths[kCodeLengthCodeOrder[i]] = ReadBits(3); }¶
Next, if ReadBits(1) == 0
, the maximum number of
different read symbols is num_code_lengths
. Otherwise, it
is defined as:¶
int length_nbits = 2 + 2 * ReadBits(3); int max_symbol = 2 + ReadBits(length_nbits);¶
A prefix table is then built from
code_length_code_lengths
and used to read up to
max_symbol
code lengths.¶
Code [0..15] indicates literal code lengths.¶
ReadBits(2)
times. If code 16 is used before
a non-zero value has been emitted, a value of 8 is
repeated.¶
ReadBits(3)
times.¶
ReadBits(7)
times.¶
Once code lengths are read, a prefix code for each symbol type (A, R, G, B, distance) is formed using their respective alphabet sizes:¶
As noted earlier, the format allows the use of different prefix codes for different blocks of the image. Meta prefix codes are indexes identifying which prefix codes to use in different parts of the image.¶
Meta prefix codes may be used only when the image is being used in the role (Section 3.6.1) of an ARGB image.¶
There are two possibilities for the meta prefix codes, indicated by a 1-bit value:¶
Entropy image:¶
The entropy image defines which prefix codes are used in different parts of the image, as described below.¶
The first 3-bits contain the prefix_bits
value. The
dimensions of the entropy image are derived from
'prefix_bits'.¶
int prefix_bits = ReadBits(3) + 2; int prefix_xsize = DIV_ROUND_UP(xsize, 1 << prefix_bits); int prefix_ysize = DIV_ROUND_UP(ysize, 1 << prefix_bits);¶
where DIV_ROUND_UP
is as defined in Section 3.5.1.¶
Next bits contain an entropy image of width
prefix_xsize
and height prefix_ysize
.¶
Interpretation of Meta Prefix Codes:¶
For any given pixel (x, y), there is a set of five prefix codes associated with it. These codes are (in bitstream order):¶
From here on, we refer to this set as a prefix code group.¶
The number of prefix code groups in the ARGB image can be obtained by finding the largest meta prefix code from the entropy image:¶
int num_huff_groups = max(entropy image) + 1;¶
where max(entropy image)
indicates the largest prefix
code stored in the entropy image.¶
As each prefix code groups contains five prefix codes, the total number of prefix codes is:¶
int num_huff_codes = 5 * num_huff_groups;¶
Given a pixel (x, y) in the ARGB image, we can obtain the corresponding prefix codes to be used as follows:¶
int position = (y >> prefix_bits) * prefix_xsize + (x >> prefix_bits); int meta_huff_code = (entropy_image[pos] >> 8) & 0xffff; PrefixCodeGroup huff_group = prefix_code_groups[meta_huff_code];¶
where, we have assumed the existence of PrefixCodeGroup
structure, which represents a set of five prefix codes. Also,
prefix_code_groups
is an array of
PrefixCodeGroup
(of size
num_huff_groups
).¶
The decoder then uses prefix code group huff_group
to
decode the pixel (x, y) as explained in Section 3.7.2.3.¶
For the current position (x, y) in the image, the decoder first identifies the corresponding prefix code group (as explained in the last section). Given the prefix code group, the pixel is read and decoded as follows:¶
Read next symbol S from the bitstream using prefix code #1. Note
that S is any integer in the range 0
to
(256 + 24 +
color_cache_size
(Section 3.6.2.3) -
1)
.¶
The interpretation of S depends on its value:¶
if S < 256¶
if S < 256 + 24 && S < 256 + 24¶
if S >= 256 + 24¶
Below is a view into the format in Augmented Backus-Naur Form [RFC5234]. It does not cover all details. End-of-image (EOI) is only implicitly coded into the number of pixels (xsize * ysize).¶
format = RIFF-header image-size image-stream RIFF-header = "RIFF" 4OCTET "WEBP" "VP8L" 4OCTET %x2F image-size = 14BIT 14BIT ; width - 1, height - 1 image-stream = optional-transform spatially-coded-image¶
optional-transform = (%b1 transform optional-transform) / %b0 transform = predictor-tx / color-tx / subtract-green-tx transform =/ color-indexing-tx predictor-tx = %b00 predictor-image predictor-image = 3BIT ; sub-pixel code entropy-coded-image color-tx = %b01 color-image color-image = 3BIT ; sub-pixel code entropy-coded-image subtract-green-tx = %b10 color-indexing-tx = %b11 color-indexing-image color-indexing-image = 8BIT ; color count entropy-coded-image¶
spatially-coded-image = color-cache-info meta-prefix data entropy-coded-image = color-cache-info data color-cache-info = %b0 color-cache-info =/ (%b1 4BIT) ; 1 followed by color cache size meta-prefix = %b0 / (%b1 entropy-image) data = prefix-codes lz77-coded-image entropy-image = 3BIT ; subsample value entropy-coded-image prefix-codes = prefix-code-group *prefix-codes prefix-code-group = 5prefix-code ; See "Interpretation of Meta Prefix Codes" to ; understand what each of these five prefix ; codes are for. prefix-code = simple-prefix-code / normal-prefix-code simple-prefix-code = ; see "Simple code length code" for details normal-prefix-code = code-length-code encoded-code-lengths code-length-code = ; see section "Normal code length code" lz77-coded-image = *((argb-pixel / lz77-copy / color-cache-code) lz77-coded-image)¶
A possible example sequence:¶
RIFF-header image-size %b1 subtract-green-tx %b1 predictor-tx %b0 color-cache-info %b0 prefix-codes lz77-coded-image¶
Implementations of this format face security risks such as integer overflows, out-of-bounds reads and writes to both heap and stack, uninitialized data usage, null pointer dereferences, resource (disk, memory) exhaustion and extended resource usage (long running time) as part of the demuxing and decoding process. In particular, implementations reading this format are likely to take input from unknown and possibly unsafe sources -- both clients (e.g., web browsers, email clients) and servers (e.g., applications which accept uploaded images). These may cause information leakage (memory layout and contents) or crashes and thereby denial of service to an application using the format [cve.mitre.org-libwebp] [crbug-security].¶
The format does not employ "active content", but does allow metadata ([XMP], [Exif]) and custom chunks to be embedded in a file. Applications that interpret these chunks may be subject to security considerations for those formats.¶
The format is defined using little-endian byte ordering (see Section 3.1 of [RFC2781]), but demuxing and decoding are possible on platforms using a different ordering with the appropriate conversion. The container is RIFF-based and allows extension via user defined chunks, but nothing beyond the chunks defined by the container format (Section 2) are required for decoding of the image. These have been finalized, but were extended in the format's early stages, so some older readers may not support lossless or animated image decoding.¶
IANA has registered the following media type [RFC2046].¶
This section contains the media type registration details as per [RFC6838].¶
Type name: image¶
Subtype name: webp¶
Required parameters: N/A¶
Optional parameters: N/A¶
Encoding considerations: Binary. The Base64 encoding [RFC4648] should be used on transports that cannot accommodate binary data directly.¶
Security considerations: See Section 4.¶
Interoperability considerations: See Section 5.¶
Published specification: [webp-riff-src]¶
Applications that use this media type: Applications that are used to display and process images, especially when smaller image file sizes are important.¶
Fragment identifier considerations: N/A¶
Additional information:¶
Person & email address to contact for further information:¶
Intended usage: COMMON¶
Restrictions on usage: N/A¶
Author:¶
Change controller:¶
Provisional registration? (standards tree only): N/A¶