cosmopolitan/third_party/stb
Justine Tunney db33973e0a Get fork() working on Windows
This is done without using Microsoft's internal APIs. MAP_PRIVATE
mappings are copied to the subprocess via a pipe, since Microsoft
doesn't want us to have proper COW pages. MAP_SHARED mappings are
remapped without needing to do any copying. Global variables need
copying along with the stack and the whole heap of anonymous mem.
This actually improves the reliability of the redbean http server
although one shouldn't expect 10k+ connections on a home computer
that isn't running software built to serve like Linux or FreeBSD.
2020-11-13 03:14:39 -08:00
..
README.cosmo Initial import 2020-06-15 07:18:57 -07:00
README.txt Initial import 2020-06-15 07:18:57 -07:00
idct-sse.S Polish up repository and other revisions 2020-06-16 06:38:43 -07:00
internal.h Initial import 2020-06-15 07:18:57 -07:00
stb.mk Get fork() working on Windows 2020-11-13 03:14:39 -08:00
stb_image.c Initial import 2020-06-15 07:18:57 -07:00
stb_image.h Initial import 2020-06-15 07:18:57 -07:00
stb_image_resize.c Initial import 2020-06-15 07:18:57 -07:00
stb_image_resize.h Initial import 2020-06-15 07:18:57 -07:00
stb_image_write.c Add x86_64-linux-gnu emulator 2020-08-25 04:43:42 -07:00
stb_image_write.h Initial import 2020-06-15 07:18:57 -07:00
stb_image_write_png.c Initial import 2020-06-15 07:18:57 -07:00
stb_vorbis.c Fix bugs and have emulator emulate itself 2020-08-31 05:17:31 -07:00
stb_vorbis.h Initial import 2020-06-15 07:18:57 -07:00
ycbcr-sse2.S Polish up repository and other revisions 2020-06-16 06:38:43 -07:00
ycbcr.c Make terminal ui binaries work well everywhere 2020-10-19 06:38:31 -07:00

README.txt

/*
 * stb_image - v2.23 - public domain image loader - http://nothings.org/stb
 *                                no warranty implied; use at your own risk
 *
 * [heavily modified by justine tunney]
 *
 *    JPEG baseline & progressive (12 bpc/arithmetic not supported, same
 *                      as stock IJG lib) PNG 1/2/4/8/16-bit-per-channel
 *    GIF (*comp always reports as 4-channel)
 *    HDR (radiance rgbE format)
 *    PNM (PPM and PGM binary only)
 *
 *    Animated GIF still needs a proper API, but here's one way to do it:
 *        http://gist.github.com/urraka/685d9a6340b26b830d49
 *
 *    - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
 *    - decode from arbitrary I/O callbacks
 *
 * ============================    Contributors    =========================
 *
 * Image formats                          Extensions, features
 *  Sean Barrett (jpeg, png, bmp)          Jetro Lauha (stbi_info)
 *  Nicolas Schulz (hdr, psd)              Martin "SpartanJ" Golini (stbi_info)
 *  Jonathan Dummer (tga)                  James "moose2000" Brown (iPhone PNG)
 *  Jean-Marc Lienher (gif)                Ben "Disch" Wenger (io callbacks)
 *  Tom Seddon (pic)                       Omar Cornut (1/2/4-bit PNG)
 *  Thatcher Ulrich (psd)                  Nicolas Guillemot (vertical flip)
 *  Ken Miller (pgm, ppm)                  Richard Mitton (16-bit PSD)
 *  github:urraka (animated gif)           Junggon Kim (PNM comments)
 *  Christopher Forseth (animated gif)     Daniel Gibson (16-bit TGA)
 *                                         socks-the-fox (16-bit PNG)
 *                                         Jeremy Sawicki (ImageNet JPGs)
 *                                         Mikhail Morozov (1-bit BMP)
 * Optimizations & bugfixes                Anael Seghezzi (is-16-bit query)
 *  Fabian "ryg" Giesen
 *  Arseny Kapoulkine
 *  John-Mark Allen
 *  Carmelo J Fdez-Aguera
 *
 * Bug & warning fixes
 * Marc LeBlanc            David Woo          Guillaume George   Martins Mozeiko
 * Christpher Lloyd        Jerry Jansson      Joseph Thomson     Phil Jordan
 * Dave Moore              Roy Eltham         Hayaki Saito       Nathan Reed
 * Won Chun                Luke Graham        Johan Duparc       Nick Verigakis
 * the Horde3D community   Thomas Ruf         Ronny Chevalier    github:rlyeh
 * Janez Zemva             John Bartholomew   Michal Cichon github:romigrou
 * Jonathan Blow           Ken Hamada         Tero Hanninen      github:svdijk
 * Laurent Gomila          Cort Stratton      Sergio Gonzalez    github:snagar
 * Aruelien Pocheville     Thibault Reuille   Cass Everitt       github:Zelex
 * Ryamond Barbiero        Paul Du Bois       Engin Manap        github:grim210
 * Aldo Culquicondor       Philipp Wiesemann  Dale Weiler        github:sammyhw
 * Oriol Ferrer Mesia      Josh Tobin         Matthew Gregan     github:phprus
 * Julian Raschke          Gregory Mullen     Baldur Karlsson
 * github:poppolopoppo Christian Floisand      Kevin Schmidt      JR Smith
 * github:darealshinji Blazej Dariusz Roszkowski github:Michaelangel007
 */

/*
 * DOCUMENTATION
 *
 * Limitations:
 *    - no 12-bit-per-channel JPEG
 *    - no JPEGs with arithmetic coding
 *    - GIF always returns *comp=4
 *
 * Basic usage (see HDR discussion below for HDR usage):
 *    int x,y,n;
 *    unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
 *    // ... process data if not NULL ...
 *    // ... x = width, y = height, n = # 8-bit components per pixel ...
 *    // ... replace '0' with '1'..'4' to force that many components per pixel
 *    // ... but 'n' will always be the number that it would have been if you
 *    said 0 stbi_image_free(data)
 *
 * Standard parameters:
 *    int *x                 -- outputs image width in pixels
 *    int *y                 -- outputs image height in pixels
 *    int *channels_in_file  -- outputs # of image components in image file
 *    int desired_channels   -- if non-zero, # of image components requested in
 *    result
 *
 * The return value from an image loader is an 'unsigned char *' which points
 * to the pixel data, or NULL on an allocation failure or if the image is
 * corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,
 * with each pixel consisting of N interleaved 8-bit components; the first
 * pixel pointed to is top-left-most in the image. There is no padding between
 * image scanlines or between pixels, regardless of format. The number of
 * components N is 'desired_channels' if desired_channels is non-zero, or
 * *channels_in_file otherwise. If desired_channels is non-zero,
 * *channels_in_file has the number of components that _would_ have been
 * output otherwise. E.g. if you set desired_channels to 4, you will always
 * get RGBA output, but you can check *channels_in_file to see if it's trivially
 * opaque because e.g. there were only 3 channels in the source image.
 *
 * An output image with N components has the following components interleaved
 * in this order in each pixel:
 *
 *     N=#comp     components
 *       1           grey
 *       2           grey, alpha
 *       3           red, green, blue
 *       4           red, green, blue, alpha
 *
 * If image loading fails for any reason, the return value will be NULL,
 * and *x, *y, *channels_in_file will be unchanged. The function
 * stbi_failure_reason() can be queried for an extremely brief, end-user
 * unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS
 * to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get
 * slightly more user-friendly ones.
 *
 * Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
 *
 * ===========================================================================
 *
 * I/O callbacks
 *
 * I/O callbacks allow you to read from arbitrary sources, like packaged
 * files or some other source. Data read from callbacks are processed
 * through a small internal buffer (currently 128 bytes) to try to reduce
 * overhead.
 *
 * The three functions you must define are "read" (reads some bytes of data),
 * "skip" (skips some bytes of data), "eof" (reports if the stream is at the
 * end).
 *
 * ===========================================================================
 *
 * HDR image support   (disable by defining STBI_NO_HDR)
 *
 * stb_image supports loading HDR images in general, and currently the Radiance
 * .HDR file format specifically. You can still load any file through the
 * existing interface; if you attempt to load an HDR file, it will be
 * automatically remapped to LDR, assuming gamma 2.2 and an arbitrary scale
 * factor defaulting to 1; both of these constants can be reconfigured through
 * this interface:
 *
 *     stbi_hdr_to_ldr_gamma(2.2f);
 *     stbi_hdr_to_ldr_scale(1.0f);
 *
 * (note, do not use _inverse_ constants; stbi_image will invert them
 * appropriately).
 *
 * Additionally, there is a new, parallel interface for loading files as
 * (linear) floats to preserve the full dynamic range:
 *
 *    float *data = stbi_loadf(filename, &x, &y, &n, 0);
 *
 * If you load LDR images through this interface, those images will
 * be promoted to floating point values, run through the inverse of
 * constants corresponding to the above:
 *
 *     stbi_ldr_to_hdr_scale(1.0f);
 *     stbi_ldr_to_hdr_gamma(2.2f);
 *
 * Finally, given a filename (or an open file or memory block--see header
 * file for details) containing image data, you can query for the "most
 * appropriate" interface to use (that is, whether the image is HDR or
 * not), using:
 *
 *     stbi_is_hdr(char *filename);
 *
 * ===========================================================================
 *
 * iPhone PNG support:
 *
 * By default we convert iphone-formatted PNGs back to RGB, even though
 * they are internally encoded differently. You can disable this conversion
 * by calling stbi_convert_iphone_png_to_rgb(0), in which case
 * you will always just get the native iphone "format" through (which
 * is BGR stored in RGB).
 *
 * Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
 * pixel to remove any premultiplied alpha *only* if the image file explicitly
 * says there's premultiplied data (currently only happens in iPhone images,
 * and only if iPhone convert-to-rgb processing is on).
 *
 * ===========================================================================
 *
 * ADDITIONAL CONFIGURATION
 *
 *  - You can suppress implementation of any of the decoders to reduce
 *    your code footprint by #defining one or more of the following
 *    symbols before creating the implementation.
 *
 *        STBI_NO_JPEG
 *        STBI_NO_PNG
 *        STBI_NO_GIF
 *        STBI_NO_HDR
 *        STBI_NO_PNM   (.ppm and .pgm)
 *
 *   - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still
 *     want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB
 *
 */

/* stb_image_resize - v0.96 - public domain image resizing
 * by Jorge L Rodriguez (@VinoBS) - 2014
 * http://github.com/nothings/stb
 *
 * Written with emphasis on usability, portability, and efficiency. (No
 * SIMD or threads, so it be easily outperformed by libs that use those.)
 * Only scaling and translation is supported, no rotations or shears.
 * Easy API downsamples w/Mitchell filter, upsamples w/cubic interpolation.
 *
 * QUICKSTART
 *    stbir_resize_uint8(      input_pixels , in_w , in_h , 0,
 *                             output_pixels, out_w, out_h, 0, num_channels)
 *    stbir_resize_float(...)
 *    stbir_resize_uint8_srgb( input_pixels , in_w , in_h , 0,
 *                             output_pixels, out_w, out_h, 0,
 *                             num_channels , alpha_chan  , 0)
 *    stbir_resize_uint8_srgb_edgemode(
 *                             input_pixels , in_w , in_h , 0,
 *                             output_pixels, out_w, out_h, 0,
 *                             num_channels , alpha_chan  , 0, STBIR_EDGE_CLAMP)
 *                                                          // WRAP/REFLECT/ZERO
 */

/*
 * DOCUMENTATION
 *
 *    SRGB & FLOATING POINT REPRESENTATION
 *       The sRGB functions presume IEEE floating point. If you do not have
 *       IEEE floating point, define STBIR_NON_IEEE_FLOAT. This will use
 *       a slower implementation.
 *
 *    MEMORY ALLOCATION
 *       The resize functions here perform a single memory allocation using
 *       malloc. To control the memory allocation, before the #include that
 *       triggers the implementation, do:
 *
 *          #define STBIR_MALLOC(size,context) ...
 *          #define STBIR_FREE(ptr,context)   ...
 *
 *       Each resize function makes exactly one call to malloc/free, so to use
 *       temp memory, store the temp memory in the context and return that.
 *
 *    ASSERT
 *       Define STBIR_ASSERT(boolval) to override assert() and not use assert.h
 *
 *    OPTIMIZATION
 *       Define STBIR_SATURATE_INT to compute clamp values in-range using
 *       integer operations instead of float operations. This may be faster
 *       on some platforms.
 *
 *    DEFAULT FILTERS
 *       For functions which don't provide explicit control over what filters
 *       to use, you can change the compile-time defaults with
 *
 *          #define STBIR_DEFAULT_FILTER_UPSAMPLE     STBIR_FILTER_something
 *          #define STBIR_DEFAULT_FILTER_DOWNSAMPLE   STBIR_FILTER_something
 *
 *       See stbir_filter in the header-file section for the list of filters.
 *
 *    NEW FILTERS
 *       A number of 1D filter kernels are used. For a list of
 *       supported filters see the stbir_filter enum. To add a new filter,
 *       write a filter function and add it to stbir__filter_info_table.
 *
 *    PROGRESS
 *       For interactive use with slow resize operations, you can install
 *       a progress-report callback:
 *
 *          #define STBIR_PROGRESS_REPORT(val)   some_func(val)
 *
 *       The parameter val is a float which goes from 0 to 1 as progress
 *       is made.
 *
 *       For example:
 *
 *          static void my_progress_report(float progress);
 *          #define STBIR_PROGRESS_REPORT(val) my_progress_report(val)
 *
 *          #define STB_IMAGE_RESIZE_IMPLEMENTATION
 *
 *          static void my_progress_report(float progress)
 *          {
 *             printf("Progress: %f%%\n", progress*100);
 *          }
 *
 *    MAX CHANNELS
 *       If your image has more than 64 channels, define STBIR_MAX_CHANNELS
 *       to the max you'll have.
 *
 *    ALPHA CHANNEL
 *       Most of the resizing functions provide the ability to control how
 *       the alpha channel of an image is processed. The important things
 *       to know about this:
 *
 *       1. The best mathematically-behaved version of alpha to use is
 *       called "premultiplied alpha", in which the other color channels
 *       have had the alpha value multiplied in. If you use premultiplied
 *       alpha, linear filtering (such as image resampling done by this
 *       library, or performed in texture units on GPUs) does the "right
 *       thing". While premultiplied alpha is standard in the movie CGI
 *       industry, it is still uncommon in the videogame/real-time world.
 *
 *       If you linearly filter non-premultiplied alpha, strange effects
 *       occur. (For example, the 50/50 average of 99% transparent bright green
 *       and 1% transparent black produces 50% transparent dark green when
 *       non-premultiplied, whereas premultiplied it produces 50%
 *       transparent near-black. The former introduces green energy
 *       that doesn't exist in the source image.)
 *
 *       2. Artists should not edit premultiplied-alpha images; artists
 *       want non-premultiplied alpha images. Thus, art tools generally output
 *       non-premultiplied alpha images.
 *
 *       3. You will get best results in most cases by converting images
 *       to premultiplied alpha before processing them mathematically.
 *
 *       4. If you pass the flag STBIR_FLAG_ALPHA_PREMULTIPLIED, the
 *       resizer does not do anything special for the alpha channel;
 *       it is resampled identically to other channels. This produces
 *       the correct results for premultiplied-alpha images, but produces
 *       less-than-ideal results for non-premultiplied-alpha images.
 *
 *       5. If you do not pass the flag STBIR_FLAG_ALPHA_PREMULTIPLIED,
 *       then the resizer weights the contribution of input pixels
 *       based on their alpha values, or, equivalently, it multiplies
 *       the alpha value into the color channels, resamples, then divides
 *       by the resultant alpha value. Input pixels which have alpha=0 do
 *       not contribute at all to output pixels unless _all_ of the input
 *       pixels affecting that output pixel have alpha=0, in which case
 *       the result for that pixel is the same as it would be without
 *       STBIR_FLAG_ALPHA_PREMULTIPLIED. However, this is only true for
 *       input images in integer formats. For input images in float format,
 *       input pixels with alpha=0 have no effect, and output pixels
 *       which have alpha=0 will be 0 in all channels. (For float images,
 *       you can manually achieve the same result by adding a tiny epsilon
 *       value to the alpha channel of every image, and then subtracting
 *       or clamping it at the end.)
 *
 *       6. You can suppress the behavior described in #5 and make
 *       all-0-alpha pixels have 0 in all channels by #defining
 *       STBIR_NO_ALPHA_EPSILON.
 *
 *       7. You can separately control whether the alpha channel is
 *       interpreted as linear or affected by the colorspace. By default
 *       it is linear; you almost never want to apply the colorspace.
 *       (For example, graphics hardware does not apply sRGB conversion
 *       to the alpha channel.)
 *
 * CONTRIBUTORS
 *    Jorge L Rodriguez: Implementation
 *    Sean Barrett: API design, optimizations
 *    Aras Pranckevicius: bugfix
 *    Nathan Reed: warning fixes
 *
 * REVISIONS
 *    0.96 (2019-03-04) fixed warnings
 *    0.95 (2017-07-23) fixed warnings
 *    0.94 (2017-03-18) fixed warnings
 *    0.93 (2017-03-03) fixed bug with certain combinations of heights
 *    0.92 (2017-01-02) fix integer overflow on large (>2GB) images
 *    0.91 (2016-04-02) fix warnings; fix handling of subpixel regions
 *    0.90 (2014-09-17) first released version
 *
 * LICENSE
 *   See end of file for license information.
 *
 * TODO
 *    Don't decode all of the image data when only processing a partial tile
 *    Don't use full-width decode buffers when only processing a partial tile
 *    When processing wide images, break processing into tiles so data fits in
 *    L1 cache Installable filters? Resize that respects alpha test coverage
 *       (Reference code: FloatImage::alphaTestCoverage and
 * FloatImage::scaleAlphaToCoverage:
 *       https://code.google.com/p/nvidia-texture-tools/source/browse/trunk/src/nvimage/FloatImage.cpp
 * )
 */