RFC 9649 | WebP Image Format | November 2024 |
Zern, et al. | Informational | [Page] |
This document defines the WebP image format and registers a media type supporting its use.¶
This document is not an Internet Standards Track specification; it is published for informational purposes.¶
This document is a product of the Internet Engineering Task Force (IETF). It represents the consensus of the IETF community. It has received public review and has been approved for publication by the Internet Engineering Steering Group (IESG). Not all documents approved by the IESG are candidates for any level of Internet Standard; see Section 2 of RFC 7841.¶
Information about the current status of this document, any errata, and how to provide feedback on it may be obtained at https://www.rfc-editor.org/info/rfc9649.¶
Copyright (c) 2024 IETF Trust and the persons identified as the document authors. All rights reserved.¶
This document is subject to BCP 78 and the IETF Trust's Legal Provisions Relating to IETF Documents (https://trustee.ietf.org/license-info) in effect on the date of publication of this document. Please review these documents carefully, as they describe your rights and restrictions with respect to this document. Code Components extracted from this document must include Revised BSD License text as described in Section 4.e of the Trust Legal Provisions and are provided without warranty as described in the Revised BSD License.¶
WebP is an image file format based on the Resource Interchange File Format (RIFF) [RIFF-spec] (Section 2) that 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 fully transparent pixels. A universal algorithm for sequential data compression [LZ77], prefix coding [Huffman], and a color cache are used for compression of the bulk data.¶
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 older formats, such as JPEG, GIF, and PNG. It is optimized for fast image transfer over the network (for example, 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 (that is, the RIFF container for WebP) allows feature support over and above the basic use case of WebP (that is, a file containing a single image encoded as a VP8 key frame). The WebP container provides additional support for the following:¶
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.¶
A WebP file contains either a still image (that is, an encoded matrix of pixels) or an animation (Section 2.7.1.1). Optionally, it can also contain transparency information, a color profile, and metadata. We refer to the matrix of pixels as the canvas of the image.¶
Bit numbering in chunk diagrams starts at 0
for the most
significant bit ('MSB 0'), as described in [RFC1166].¶
Below are additional terms used throughout this section:¶
The WebP file format is based on the RIFF [RIFF-spec] document format.¶
The basic element of a RIFF file is a chunk. It consists of:¶
0
to conform with RIFF [RIFF-spec] -- is added.¶
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 are 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.¶
The VP8 bitstream format specification is described in [RFC6386].¶
The VP8 specification describes how to decode the image into Y'CbCr format. To convert to RGB, Recommendation 601 [rec601] SHOULD be used. Applications MAY use another conversion method, but visual results may differ among decoders.¶
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.¶
The specification of the VP8L bitstream can be found in Section 3.¶
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 necessary for reconstruction and color correction, that is, 'VP8X', 'ICCP', 'ANIM', 'ANMF', 'ALPH', 'VP8 ', and 'VP8L', MUST appear in the order described earlier. Readers SHOULD fail when chunks necessary for reconstruction and color correction are out of order.¶
Metadata (Section 2.7.1.5) and unknown chunks (Section 2.7.1.6) MAY appear out of order.¶
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 232 - 1
.¶
Future specifications may add more fields. Unknown fields MUST be ignored.¶
An animation is controlled by 'ANIM' and 'ANMF' Chunks.¶
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. The background color is
also used when the Disposal method is 1
.¶
Notes:¶
0
, this 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.¶
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 8, Item 16.4.2).
If the current frame does not have an alpha channel,
assume the alpha value is 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 the background color. Fill the
rectangle on the canvas covered by the current
frame with the background color specified in the 'ANIM' Chunk (Figure 8).¶
Notes:¶
Alpha-blending:¶
Given that each of the R, G, B, and A channels is 8 bits 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
Consists of:¶
0
. Readers MUST ignore this field.¶
These informative bits are used to signal the preprocessing that has been performed during compression. The decoder can use this information to, for example, dither the values or smooth the gradients prior to display.¶
Decoders are not required to use this information in any specified way.¶
The filtering methods used are described as follows:¶
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 the left-most and top-most pixel positions.¶
For example, the top-left value at location (0, 0) uses 0 as the predictor value. Otherwise:¶
The compression method used:¶
1
This optional chunk contains encoded alpha data for this frame. A frame containing a 'VP8L' Chunk SHOULD NOT contain this chunk.¶
The alpha channel data is stored as uncompressed raw data (when the 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 dimensions width x height. That is, this image-stream does NOT contain any headers describing the image dimensions.¶
Once the image-stream is decoded into Alpha, Red, Green, Blue (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.¶
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 FourCC, or (ii) a 'VP8L' Chunk, using 'VP8L' as its FourCC.¶
The formats of' VP8 ' and 'VP8L' Chunks are as described in Sections 2.5 and 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:¶
Additional guidance about handling metadata can be found in the Metadata Working Group's "Guidelines For Handling Image Metadata" [MWG].¶
A RIFF chunk (described in Section 2.3) whose FourCC is different from any of the chunks described in this section is considered an unknown chunk.¶
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 nonzero Loop Count
values or
infinite if the 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.¶
VP8X.flags.hasAnimation MUST be TRUE canvas <- new image of size VP8X.canvasWidth x VP8X.canvasHeight with background color ANIM.background_color or application-defined color. loop_count <- ANIM.loopCount dispose_method <- Dispose to background color if loop_count == 0: loop_count = inf frame_params <- nil next chunk in image_data is ANMF MUST be TRUE 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 VP8X.canvasWidth >= frame_right MUST be TRUE VP8X.canvasHeight >= frame_bottom MUST be TRUE for subchunk in 'Frame Data': if subchunk.tag == "ALPH": alpha subchunks not found in 'Frame Data' earlier MUST be TRUE frame_params.alpha = alpha_data else if subchunk.tag == "VP8 " OR subchunk.tag == "VP8L": bitstream subchunks not found in 'Frame Data' earlier MUST be TRUE frame_params.bitstream = bitstream_data apply dispose_method. 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 * 1 ms. dispose_method = frame_params.disposeMethod¶
A lossy-encoded image with alpha may look as follows:¶
A lossless-encoded image may look as follows:¶
A lossless image with an ICC profile and XMP metadata may look as follows:¶
An animated image with Exif metadata may look as follows:¶
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 pixels whose alpha value is 0. 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. A universal algorithm for sequential data compression [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 [webp-lossless-study].¶
This section describes the compressed data representation of a WebP lossless image.¶
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 (that is, 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, which is an unsigned integer consisting of 32 bits. In the code showing the behavior of the transforms, these values are codified in the following bits: alpha in bits 31..24, red in bits 23..16, green in bits 15..8, and blue in bits 7..0; however, 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 the width and height of the image. A WebP lossless image can go through four different types of transforms 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 precision for image width and height limits 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 MUST be treated as an error.¶
int version_number = ReadBits(3);¶
The transforms are reversible manipulations of the image data that can reduce the remaining symbolic entropy by modeling spatial and color correlations. They can make the final compression more dense.¶
An image can go through four types of transforms. A 1 bit indicates the presence of a transform. Each transform is allowed to be used only once. The transforms are used only for the main-level ARGB image; the subresolution images (color transform image, entropy image, and predictor image) have no transforms, not even the 0 bit indicating the end of transforms.¶
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.¶
Transform | Bit |
---|---|
PREDICTOR_TRANSFORM | 0 |
COLOR_TRANSFORM | 1 |
SUBTRACT_GREEN_TRANSFORM | 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. The inverse transforms are applied in the reverse order that they are read from the bitstream, that is, last one first.¶
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 green component of a pixel defines which of the 14 predictors is used within a particular block of the ARGB image. The prediction mode determines the type of prediction to use. We divide the image into squares, and all the pixels in a square use the same prediction mode.¶
The first 3 bits of prediction data define the block width and height in number of bits.¶
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 transform_width = DIV_ROUND_UP(image_width, 1 << size_bits);¶
The transform data contains the prediction mode for each block of
the image. It is a subresolution image where the green component
of a pixel defines which of the 14 predictors is used for all the
block_width * block_height
pixels within a particular
block of the ARGB image. This subresolution image is encoded using
the same techniques described in Section 3.6.¶
The number of block columns,
transform_width
, is used in two-dimensional indexing. For a pixel (x, y), one can compute the respective filter
block address by:¶
int block_index = (y >> size_bits) * transform_width + (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 chose the neighboring pixels (TL, T, TR, and L) of the current pixel (P) as follows:¶
where TL means top-left, T means top, TR means top-right, and L means left. At the time of predicting a value for P, all O, TL, T, TR, and L pixels have already been processed, and the P pixel and all X pixels are unknown.¶
Given the preceding neighboring pixels, the different prediction modes are defined as follows.¶
Mode | Predicted Value of Each Channel of the Current Pixel |
---|---|
0 | 0xff000000 (represents solid black color in ARGB) |
1 | L |
2 | T |
3 | TR |
4 | TL |
5 | Average2(Average2(L, TR), T) |
6 | Average2(L, TL) |
7 | Average2(L, T) |
8 | Average2(TL, T) |
9 | Average2(T, TR) |
10 | Average2(Average2(L, TL), Average2(T, TR)) |
11 | Select(L, T, TL) |
12 | ClampAddSubtractFull(L, T, TL) |
13 | ClampAddSubtractHalf(Average2(L, T), TL) |
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 predictor transform, regardless of the mode [0..13] for these pixels, the predicted value for the left-topmost pixel of the image is 0xff000000, all pixels on the top row are L-pixel, and all pixels on the leftmost column are T-pixel.¶
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 final pixel value is obtained by adding each channel of the predicted value to the encoded residual value.¶
void PredictorTransformOutput(uint32 residual, uint32 pred, uint8* alpha, uint8* red, uint8* green, uint8* blue) { *alpha = ALPHA(residual) + ALPHA(pred); *red = RED(residual) + RED(pred); *green = GREEN(residual) + GREEN(pred); *blue = BLUE(residual) + BLUE(pred); }¶
The goal of the color transform is to decorrelate the R, G, and B values of each pixel. The color transform keeps the green (G) value as it is, transforms the red (R) value based on the green value, and transforms the blue (B) value based on the green value and then on the red value.¶
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 transform 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 the 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()
.
The signed value should be interpreted as an 8-bit two's complement number (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 precision). The sign extension property of the shift operation does not matter here; only the lowest 8 bits are used from the result, and in these bits, 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. Each ColorTransformElement
'cte'
is
treated as a pixel in a subresolution image 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
.¶
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 adding ColorTransformElement
values to
the red and blue channels. The alpha and green channels are left as
is.¶
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 the 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 the red and blue values. 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 since 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, and all red and blue values are set to 0.¶
The transform data contains the color table size and the entries in the color table. The decoder reads the color indexing transform data as follows:¶
// 8-bit value for the 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 the height of 1
pixel and the 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 to 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.¶
color_table_size
specifies how many pixels are
combined:¶
color_table_size | width_bits value |
---|---|
1..2 | 3 |
3..4 | 2 |
5..16 | 1 |
17..256 | 0 |
width_bits
has a value of 0, 1, 2, or 3. A value of 0
indicates no pixel bundling is 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],
that is, 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, and 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, and green values at x + 1 to x + 3 are
positioned 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, and green values at x + 1 to x + 7 are
positioned in order to the more significant bits of the green
value at x / 8.¶
After reading this transform, image_width
is subsampled by
width_bits
. This affects the size of subsequent transforms.
The new size can be calculated using DIV_ROUND_UP
, as
defined in Section 3.5.1.¶
image_width = DIV_ROUND_UP(image_width, 1 << width_bits);¶
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.¶
color_table_size
(up to 256 ARGB values) that stores the
metadata for the color
indexing transform (see "Color Indexing Transform" (Section 3.5.4)).¶
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.¶
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).¶
The following table denotes the prefix codes and extra bits used for storing different ranges of values.¶
Value Range | Prefix Code | Extra Bits |
---|---|---|
1 | 0 | 0 |
2 | 1 | 0 |
3 | 2 | 0 |
4 | 3 | 0 |
5..6 | 4 | 1 |
7..8 | 5 | 1 |
9..12 | 6 | 2 |
13..16 | 7 | 2 |
... | ... | ... |
3072..4096 | 23 | 10 |
... | ... | ... |
524289..786432 | 38 | 18 |
786433..1048576 | 39 | 18 |
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;¶
As noted previously, a 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.¶
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 distance_code
and the neighboring
pixel offset (xi, yi)
is as follows:¶
For example, the distance code 1
indicates an offset of
(0, 1)
for the neighboring pixel, that is, the pixel
above the current pixel (0 pixel difference in the X direction and
1 pixel difference in the Y direction). Similarly, the distance
code 3
indicates the top-left pixel.¶
The decoder can convert a distance code distance_code
to a
scan-line order distance dist
as follows:¶
(xi, yi) = distance_map[distance_code - 1] dist = xi + yi * image_width if (dist < 1) { dist = 1 }¶
where distance_map
is the mapping noted above, and
image_width
is the width of the image in pixels.¶
Color cache stores a set of colors that have been recently used in the image.¶
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 (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.¶
The encoded image data consists of several parts:¶
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.¶
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. The described tree must be a complete binary tree. A single leaf node is considered a complete binary tree and can be encoded using either the simple code length code or the normal code length code. When coding a single leaf node using the normal code length code, all but one code length are zeros, and the single leaf node value is marked with the length of 1 -- even when no bits are consumed when that single leaf node tree is used.¶
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;¶
The 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; }¶
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);¶
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 (max_symbol
) for each symbol type
(A, R, G, B, and distance) is set to its alphabet size:¶
Otherwise, it is defined as:¶
int length_nbits = 2 + 2 * ReadBits(3); int max_symbol = 2 + ReadBits(length_nbits);¶
If max_symbol
is larger than the size of the alphabet
for the symbol type, the bitstream is invalid.¶
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.¶
3 + ReadBits(2)
times. If code 16 is used before
a nonzero value has been emitted, a value of 8 is
repeated.¶
3 +
ReadBits(3)
times.¶
11 + ReadBits(7)
times.¶
Once code lengths are read, a prefix code for each symbol type (A, R, G, B, and 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:¶
The red and green components of a pixel define a 16-bit meta prefix code used in a particular block of the ARGB image.¶
The entropy image defines which prefix codes are used in different parts of the image.¶
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_image_width = DIV_ROUND_UP(image_width, 1 << prefix_bits); int prefix_image_height = DIV_ROUND_UP(image_height, 1 << prefix_bits);¶
where DIV_ROUND_UP
is as defined in Section 3.5.1.¶
The next bits contain an entropy image of width
prefix_image_width
and height prefix_image_height
.¶
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_prefix_groups = max(entropy image) + 1;¶
where max(entropy image)
indicates the largest prefix
code stored in the entropy image.¶
As each prefix code group contains five prefix codes, the total number of prefix codes is:¶
int num_prefix_codes = 5 * num_prefix_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_image_width + (x >> prefix_bits); int meta_prefix_code = (entropy_image[position] >> 8) & 0xffff; PrefixCodeGroup prefix_group = prefix_code_groups[meta_prefix_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_prefix_groups
).¶
The decoder then uses prefix code group prefix_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.¶
Next, read symbol S from the bitstream using prefix code #1.¶
The interpretation of S depends on its value:¶
If S < 256¶
If S >= 256 & S < 256 + 24¶
If S >= 256 + 24¶
Below is a view into the format in Augmented Backus-Naur Form [RFC5234] [RFC7405]. It does not cover all details. The end-of-image (EOI) is only implicitly coded into the number of pixels (image_width * image_height).¶
format = RIFF-header image-header image-stream RIFF-header = %s"RIFF" 4OCTET %s"WEBPVP8L" 4OCTET image-header = %x2F image-size alpha-is-used version image-size = 14BIT 14BIT ; width - 1, height - 1 alpha-is-used = 1BIT version = 3BIT ; 0 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 = ; see "Normal Code Length Code" for details lz77-coded-image = *((argb-pixel / lz77-copy / color-cache-code) lz77-coded-image)¶
The following is 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 or 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 (for example, web browsers or email clients) and servers (for example, applications that accept uploaded images). These may result in arbitrary code execution, information leakage (memory layout and contents), or crashes and thereby allow a device to be compromised or cause a denial of service to an application using the format [mitre-libwebp] [issues-security].¶
The format does not employ "active content" but does allow metadata (for example, [XMP] and [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 based on RIFF 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 they were extended in the format's early stages, so some older readers may not support lossless or animated image decoding.¶
IANA has registered the 'image/webp' media type [RFC2046].¶
This section contains the media type registration details per [RFC6838].¶