*I feel I should point out here, that as far as I understand there is no particular patent issue with Jpeg-XR. Microsoft have included Jpeg-XR under their community promise program which is a legal promise not to sue anyone for using patents they own for implementing a Jpeg-XR codec. The issue mentioned in the bugzilla entry is not a patent problem. The problem is with the reference code that Microsoft released for implementing a Jpeg-XR codec. The licencing of which states the code can only be used to create/decode images conforming to the Jpeg-XR spec. This condition makes the code non GPL compatible. There is nothing stopping anyone from creating a GPL compatible Jpeg-XR codec from scratch though.*
On 22 December 2010 14:59, Eric Seide <e...@webkit.org> wrote: > > Platforms provide their own image decoders. Some of them use the > cross-platform image decoders checked into > WebCore:http://trac.webkit.org/browser/trunk/WebCore/platform/image-decoders > > A quick skim of mozilla's bug on the > subject:https://bugzilla.mozilla.org/show_bug.cgi?id=500500 > leads me to believe there is currently no patent-safe way to use JPEG-XR. > > The only platform which has JPEG-XR natively is Windows, however both > Apple's Windows port and Chromium's windows port use the checked-in > image decoders. > > I think WebKit is unlikely to support JPEG-XR any time soon. > > Without mozilla supporting it (or much content on the web using it) > there is little reason to add support. > > -eric > > On Wed, Dec 22, 2010 at 4:28 PM, Alex Danilo <alex at legrope.com > <http://lists.webkit.org/mailman/listinfo.cgi/webkit-dev>> wrote: > >* Hi All,*>**>* Sorry to post a newbie question.*>**>* My > >name's Alex Danilo, I've been doing some SVG stuff over the past*>* few > >years and now have spent the past few months looking into the SVG*>* > >implementation in WebKit.*>**>* What I'm tyring to do is add a new > >image format in the engine*>* as an exercise.*>**>* I am trying to > >add support for JPEG-XR (formerly HD-Photo) as*>* a new supported image > >format for the <image> element (and <img> in*>* HTML I guess too).*>**>* > > Looking at the ports, code etc. this all plumbs via the Image*>* class, > >BitmapImage class, etc.*>**>* For some ports, like CG I see that the > >decode is done lazily*>* and defers it to CG so that no intermediate bitmaps > >are generated.*>**>* For JPEG-XR, I will have to unpack the ARGB32 > >bitmap somewhere*>* in memory and do a GraphicsContext drawImage() call to > >paint it to*>* the canvas.*>**>* So my question is, is there any > >preferred or desirable method*>* to accomplish this? i.e. how should I > >structure the interface to the*>* Image class to make sure it works on all > >ports without creating*>* a dog's breakfast of it?*>**>* All tips and > >pointers greatly appreciated.*>**>* Cheers,*>* Alex* > >
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