源码(version= 5.2.5 && 最新的5.8.4看了这两个版本,应该是一直是这样的)
SDImageCoderHelper
类里面的一个方法:
+ (UIImage *)decodedAndScaledDownImageWithImage:(UIImage *)image limitBytes:(NSUInteger)bytes {
#if SD_MAC
return image;
#else
if (![self shouldDecodeImage:image]) {
return image;
}
if (![self shouldScaleDownImage:image limitBytes:bytes]) {
return [self decodedImageWithImage:image];
}
CGFloat destTotalPixels;
CGFloat tileTotalPixels;
if (bytes > 0) {
destTotalPixels = bytes / kBytesPerPixel;
tileTotalPixels = destTotalPixels / 3;
} else {
destTotalPixels = kDestTotalPixels;
tileTotalPixels = kTileTotalPixels;
}
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);
CGFloat 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.
CGFloat imageScale = sqrt(destTotalPixels / sourceTotalPixels);
CGSize destResolution = CGSizeZero;
destResolution.width = (int)(sourceResolution.width * imageScale);
destResolution.height = (int)(sourceResolution.height * imageScale);
// device color space
CGColorSpaceRef colorspaceRef = [self colorSpaceGetDeviceRGB];
BOOL hasAlpha = [self CGImageContainsAlpha:sourceImageRef];
// iOS display alpha info (BGRA8888/BGRX8888)
CGBitmapInfo bitmapInfo = kCGBitmapByteOrder32Host;
bitmapInfo |= hasAlpha ? kCGImageAlphaPremultipliedFirst : kCGImageAlphaNoneSkipFirst;
// kCGImageAlphaNone is not supported in CGBitmapContextCreate.
// Since the original image here has no alpha info, use kCGImageAlphaNoneSkipFirst
// to create bitmap graphics contexts without alpha info.
destContext = CGBitmapContextCreate(NULL,
destResolution.width,
destResolution.height,
kBitsPerComponent,
0,
colorspaceRef,
bitmapInfo);
if (destContext == NULL) {
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)(tileTotalPixels / sourceTile.size.width );
//added by yyh
if (tileTotalPixels < sourceTile.size.width) {
sourceTile.size.height = 1;
}
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 alloc] initWithCGImage:destImageRef scale:image.scale orientation:image.imageOrientation];
CGImageRelease(destImageRef);
if (destImage == nil) {
return image;
}
destImage.sd_isDecoded = YES;
destImage.sd_imageFormat = image.sd_imageFormat;
return destImage;
}
#endif
}
问题
- 前提条件:注释了方法return [self decodedImageWithImage:image];
- 压缩的时候,有些图片显示不出来,iterations是负值,绘制过程没有了,出来的是一张黑色的图片
问题分析
- 问题的代码
sourceTile.size.height = (int)(tileTotalPixels / sourceTile.size.width );
int iterations = (int)( sourceResolution.height / sourceTile.size.height );
- 当tileTotalPixels < tileTotalPixels时 sourceTile.size.height == 0,sourceTile.size.height等于零的时候,
iterations 就会变成无穷大,计算机显示是一个很大的负值。 - 如何解决
在sourceTile.size.height = (int)(tileTotalPixels / sourceTile.size.width );后加了如下代码
if (tileTotalPixels < sourceTile.size.width) {
sourceTile.size.height = 1;
}
我的行动
后续
if (![self shouldScaleDownImage:image limitBytes:bytes]) {
return [self decodedImageWithImage:image];
}
+ (BOOL)shouldScaleDownImage:(nonnull UIImage *)image limitBytes:(NSUInteger)bytes {
BOOL shouldScaleDown = YES;
CGImageRef sourceImageRef = image.CGImage;
CGSize sourceResolution = CGSizeZero;
sourceResolution.width = CGImageGetWidth(sourceImageRef);
sourceResolution.height = CGImageGetHeight(sourceImageRef);
float sourceTotalPixels = sourceResolution.width * sourceResolution.height;
if (sourceTotalPixels <= 0) {
return NO;
}
CGFloat destTotalPixels;
if (bytes > 0) {
destTotalPixels = bytes / kBytesPerPixel;
} else {
destTotalPixels = kDestTotalPixels;
}
if (destTotalPixels <= kPixelsPerMB) {
// Too small to scale down
return NO;
}
float imageScale = destTotalPixels / sourceTotalPixels;
if (imageScale < 1) {
shouldScaleDown = YES;
} else {
shouldScaleDown = NO;
}
return shouldScaleDown;
}
#endif
这个方法里面做了destTotalPixels最小的值是1MB包含多少的像素 1024 * 1024 /4
if (destTotalPixels <= kPixelsPerMB) {
// Too small to scale down
return NO;
}
tileTotalPixels = destTotalPixels /3
tileTotalPixels这是一个很大的数(87381),绝大部分情况下,不会存在tileTotalPixels < sourceTile.size.width情况(理论上存在,苹果的屏幕假定是320,宽超过1万的图片都没见过),这也许也是作者不做处理的原因吧。但理论上还是存在问题。
sdwebimage最新版(version=5.9.4)的更改
- sdwebimage的一个作者将原来的
sourceTile.size.height = (int)(tileTotalPixels / sourceTile.size.width )
换成了MAX(1, (int)(tileTotalPixels / sourceTile.size.width ))
我的建议得到采纳