SDWebImageDecoder

这个类其实是UIImage的一个分类,主要用来解码UIImage,那么为什么要对UIImage进行解码呢?难道不能直接使用吗?

其实不解码也是可以使用的,假如说我们通过imageNamed:来加载image,系统默认会在主线程立即进行图片的解码工作。这一过程就是把image解码成可供控件直接使用的位图。

当在主线程调用了大量的imageNamed:方法后,就会产生卡顿了。为了解决这个问题我们有两种比较简单的处理方法:

我们不使用imageNamed:加载图片,使用其他的方法,比如imageWithContentsOfFile:
从网络上下载回来的图片也不能直接在UI控件上显示,所以sdwebimage选择自己解码图片,而且sd将解码操作基本都放在了子线程来执行。

static const size_t kBytesPerPixel = 4; //每个像素占用四个字节
static const size_t kBitsPerComponent = 8;

这个方法主要是单纯的解码图片,方便GPU直接渲染。

+ (nullable UIImage *)decodedImageWithImage:(nullable UIImage *)image {
    if (![UIImage shouldDecodeImage:image]) {
        return image;
    }
    
    // autorelease the bitmap context and all vars to help system to free memory when there are memory warning.
    // on iOS7, do not forget to call [[SDImageCache sharedImageCache] clearMemory];
    @autoreleasepool{
        
        CGImageRef imageRef = image.CGImage;
        CGColorSpaceRef colorspaceRef = [UIImage colorSpaceForImageRef:imageRef];
        
        size_t width = CGImageGetWidth(imageRef);
        size_t height = CGImageGetHeight(imageRef);
        size_t bytesPerRow = kBytesPerPixel * width;

        // kCGImageAlphaNone is not supported in CGBitmapContextCreate.
        // Since the original image here has no alpha info, use kCGImageAlphaNoneSkipLast
        // to create bitmap graphics contexts without alpha info.
        CGContextRef context = CGBitmapContextCreate(NULL,
                                                     width,
                                                     height,
                                                     kBitsPerComponent,
                                                     bytesPerRow,
                                                     colorspaceRef,
                                                     kCGBitmapByteOrderDefault|kCGImageAlphaNoneSkipLast);
        if (context == NULL) {
            return image;
        }
        
        // Draw the image into the context and retrieve the new bitmap image without alpha
        CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
        CGImageRef imageRefWithoutAlpha = CGBitmapContextCreateImage(context);
        UIImage *imageWithoutAlpha = [UIImage imageWithCGImage:imageRefWithoutAlpha
                                                         scale:image.scale
                                                   orientation:image.imageOrientation];
        
        CGContextRelease(context);
        CGImageRelease(imageRefWithoutAlpha);
        
        return imageWithoutAlpha;
    }
}
static const CGFloat kDestImageSizeMB = 60.0f;   //大图片scaleDown后制定的最大开销

static const CGFloat kSourceImageTileSizeMB = 20.0f; // 图片分块后每个块大小

static const CGFloat kBytesPerMB = 1024.0f * 1024.0f; // 1MB包含多少个字节
static const CGFloat kPixelsPerMB = kBytesPerMB / kBytesPerPixel; // 1MB大小能包含多少像素
static const CGFloat kDestTotalPixels = kDestImageSizeMB * kPixelsPerMB; // 图片scaleDown后的最大像素数
static const CGFloat kTileTotalPixels = kSourceImageTileSizeMB * kPixelsPerMB; // 图片scaleDown过程中每个块的像素数量

将图片解码并进行scaleDown的方法:
主要处理流程:
1.先算出imageScale,也就是scaleDown的比例;
2.开辟内存空间,这个内存空间一定会小于60MB;
3.将原图片分成若干块,然后分别渲染到目标画布的对应块上。

+ (nullable UIImage *)decodedAndScaledDownImageWithImage:(nullable UIImage *)image {
    if (![UIImage shouldDecodeImage:image]) {
        return image;
    }
    
    if (![UIImage shouldScaleDownImage:image]) {
        return [UIImage decodedImageWithImage:image];
    }
    
    CGContextRef destContext;
    
    // autorelease the bitmap context and all vars to help system to free memory when there are memory warning.
    // on iOS7, do not forget to call [[SDImageCache sharedImageCache] clearMemory];
    @autoreleasepool {
        CGImageRef sourceImageRef = image.CGImage;
        
        CGSize sourceResolution = CGSizeZero;
        sourceResolution.width = CGImageGetWidth(sourceImageRef);
        sourceResolution.height = CGImageGetHeight(sourceImageRef);
        float sourceTotalPixels = sourceResolution.width * sourceResolution.height;
        // Determine the scale ratio to apply to the input image
        // that results in an output image of the defined size.
        // see kDestImageSizeMB, and how it relates to destTotalPixels.
        float imageScale = kDestTotalPixels / sourceTotalPixels;
        CGSize destResolution = CGSizeZero;
        destResolution.width = (int)(sourceResolution.width*imageScale);
        destResolution.height = (int)(sourceResolution.height*imageScale);
        
        // current color space
        CGColorSpaceRef colorspaceRef = [UIImage colorSpaceForImageRef:sourceImageRef];
        
        size_t bytesPerRow = kBytesPerPixel * destResolution.width;
        
        // Allocate enough pixel data to hold the output image.
        void* destBitmapData = malloc( bytesPerRow * destResolution.height );
        if (destBitmapData == NULL) {
            return image;
        }
        
        // kCGImageAlphaNone is not supported in CGBitmapContextCreate.
        // Since the original image here has no alpha info, use kCGImageAlphaNoneSkipLast
        // to create bitmap graphics contexts without alpha info.
        destContext = CGBitmapContextCreate(destBitmapData,
                                            destResolution.width,
                                            destResolution.height,
                                            kBitsPerComponent,
                                            bytesPerRow,
                                            colorspaceRef,
                                            kCGBitmapByteOrderDefault|kCGImageAlphaNoneSkipLast);
        
        if (destContext == NULL) {
            free(destBitmapData);
            return image;
        }
        CGContextSetInterpolationQuality(destContext, kCGInterpolationHigh);
        
        // Now define the size of the rectangle to be used for the
        // incremental blits from the input image to the output image.
        // we use a source tile width equal to the width of the source
        // image due to the way that iOS retrieves image data from disk.
        // iOS must decode an image from disk in full width 'bands', even
        // if current graphics context is clipped to a subrect within that
        // band. Therefore we fully utilize all of the pixel data that results
        // from a decoding opertion by achnoring our tile size to the full
        // width of the input image.
        CGRect sourceTile = CGRectZero;
        sourceTile.size.width = sourceResolution.width;
        // The source tile height is dynamic. Since we specified the size
        // of the source tile in MB, see how many rows of pixels high it
        // can be given the input image width.
        sourceTile.size.height = (int)(kTileTotalPixels / sourceTile.size.width );
        sourceTile.origin.x = 0.0f;
        // The output tile is the same proportions as the input tile, but
        // scaled to image scale.
        CGRect destTile;
        destTile.size.width = destResolution.width;
        destTile.size.height = sourceTile.size.height * imageScale;
        destTile.origin.x = 0.0f;
        // The source seem overlap is proportionate to the destination seem overlap.
        // this is the amount of pixels to overlap each tile as we assemble the ouput image.
        float sourceSeemOverlap = (int)((kDestSeemOverlap/destResolution.height)*sourceResolution.height);
        CGImageRef sourceTileImageRef;
        // calculate the number of read/write operations required to assemble the
        // output image.
        int iterations = (int)( sourceResolution.height / sourceTile.size.height );
        // If tile height doesn't divide the image height evenly, add another iteration
        // to account for the remaining pixels.
        int remainder = (int)sourceResolution.height % (int)sourceTile.size.height;
        if(remainder) {
            iterations++;
        }
        // Add seem overlaps to the tiles, but save the original tile height for y coordinate calculations.
        float sourceTileHeightMinusOverlap = sourceTile.size.height;
        sourceTile.size.height += sourceSeemOverlap;
        destTile.size.height += kDestSeemOverlap;
        for( int y = 0; y < iterations; ++y ) {
            @autoreleasepool {
                sourceTile.origin.y = y * sourceTileHeightMinusOverlap + sourceSeemOverlap;
                destTile.origin.y = destResolution.height - (( y + 1 ) * sourceTileHeightMinusOverlap * imageScale + kDestSeemOverlap);
                sourceTileImageRef = CGImageCreateWithImageInRect( sourceImageRef, sourceTile );
                if( y == iterations - 1 && remainder ) {
                    float dify = destTile.size.height;
                    destTile.size.height = CGImageGetHeight( sourceTileImageRef ) * imageScale;
                    dify -= destTile.size.height;
                    destTile.origin.y += dify;
                }
                CGContextDrawImage( destContext, destTile, sourceTileImageRef );
                CGImageRelease( sourceTileImageRef );
            }
        }
        
        CGImageRef destImageRef = CGBitmapContextCreateImage(destContext);
        CGContextRelease(destContext);
        if (destImageRef == NULL) {
            return image;
        }
        UIImage *destImage = [UIImage imageWithCGImage:destImageRef scale:image.scale orientation:image.imageOrientation];
        CGImageRelease(destImageRef);
        if (destImage == nil) {
            return image;
        }
        return destImage;
    }
}

是否需要将图片解码:
1.不解码动图
2.不解码带有alpha的图片

+ (BOOL)shouldDecodeImage:(nullable UIImage *)image {
    // Prevent "CGBitmapContextCreateImage: invalid context 0x0" error
    if (image == nil) {
        return NO;
    }

    // do not decode animated images
    if (image.images != nil) {
        return NO;
    }
    
    CGImageRef imageRef = image.CGImage;
    
    CGImageAlphaInfo alpha = CGImageGetAlphaInfo(imageRef);
    BOOL anyAlpha = (alpha == kCGImageAlphaFirst ||
                     alpha == kCGImageAlphaLast ||
                     alpha == kCGImageAlphaPremultipliedFirst ||
                     alpha == kCGImageAlphaPremultipliedLast);
    // do not decode images with alpha
    if (anyAlpha) {
        return NO;
    }
    
    return YES;
}

是否需要将图片进行scaleDown,如果原图片总的像素数的大小 > kDestTotalPixels就需要scaleDown

+ (BOOL)shouldScaleDownImage:(nonnull UIImage *)image {
    BOOL shouldScaleDown = YES;
        
    CGImageRef sourceImageRef = image.CGImage;
    CGSize sourceResolution = CGSizeZero;
    sourceResolution.width = CGImageGetWidth(sourceImageRef);
    sourceResolution.height = CGImageGetHeight(sourceImageRef);
    float sourceTotalPixels = sourceResolution.width * sourceResolution.height;
    float imageScale = kDestTotalPixels / sourceTotalPixels;
    if (imageScale < 1) {
        shouldScaleDown = YES;
    } else {
        shouldScaleDown = NO;
    }
    
    return shouldScaleDown;
}

获取图片的颜色空间,什么是图片的颜色空间?请自行百度,

+ (CGColorSpaceRef)colorSpaceForImageRef:(CGImageRef)imageRef {
    // current
    CGColorSpaceModel imageColorSpaceModel = CGColorSpaceGetModel(CGImageGetColorSpace(imageRef));
    CGColorSpaceRef colorspaceRef = CGImageGetColorSpace(imageRef);
    
    BOOL unsupportedColorSpace = (imageColorSpaceModel == kCGColorSpaceModelUnknown ||
                                  imageColorSpaceModel == kCGColorSpaceModelMonochrome ||
                                  imageColorSpaceModel == kCGColorSpaceModelCMYK ||
                                  imageColorSpaceModel == kCGColorSpaceModelIndexed);
    if (unsupportedColorSpace) {
        colorspaceRef = CGColorSpaceCreateDeviceRGB();
        CFAutorelease(colorspaceRef);
    }
    return colorspaceRef;
}
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