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Span:= 0;
Feedback((Interlace_pass*100)/4);
end if;
when 4 =>
Y:= Y + 2;
end case;
if mode = fast and then Y < image.height then
Set_X_Y(X, image.height - Y - 1);
end if;
else -- not interlaced
Y:= Y + 1;
if Y < image.height then
Set_X_Y(X, image.height - Y - 1);
end if;
if Y mod 32 = 0 then
Feedback((Y*100)/image.height);
end if;
end if;
end if;
end Next_Pixel;
-- The string table
Prefix : array ( 0..4096 ) of Natural:= (others => 0);
Suffix : array ( 0..4096 ) of Natural:= (others => 0);
-- Top of Stack was 1024 until files from
-- https://www.kaggle.com/c/carvana-image-masking-challenge
-- broke it (July 2017)...
Stack : array ( 0..2048 ) of Natural;
-- Special codes (specific to GIF's flavour of LZW)
ClearCode : constant Natural:= 2 ** CurrSize; -- Reset code
EndingCode: constant Natural:= ClearCode + 1; -- End of file
FirstFree : constant Natural:= ClearCode + 2; -- Strings start here
Slot : Natural:= FirstFree; -- Last read code
InitCodeSize : constant Code_size_range:= CurrSize + 1;
TopSlot : Natural:= 2 ** InitCodeSize; -- Highest code for current size
Code : Natural;
StackPtr : Integer:= 0;
Fc : Integer:= 0;
Oc : Integer:= 0;
C : Integer;
BadCodeCount : Natural:= 0; -- the number of bad codes found
begin -- GIF_Decode
-- The decoder source and the cool comments are kindly donated by
-- André van Splunter.
--
CurrSize:= InitCodeSize;
-- This is the main loop. For each code we get we pass through the
-- linked list of prefix codes, pushing the corresponding "character"
-- for each code onto the stack. When the list reaches a single
-- "character" we push that on the stack too, and then start unstacking
-- each character for output in the correct order. Special handling is
-- included for the clear code, and the whole thing ends when we get
-- an ending code.
C := Read_Code;
while C /= EndingCode loop
-- If the code is a clear code, reinitialize all necessary items.
if C = ClearCode then
CurrSize := InitCodeSize;
Slot := FirstFree;
TopSlot := 2 ** CurrSize;
-- Continue reading codes until we get a non-clear code
-- (Another unlikely, but possible case...)
C := Read_Code;
while C = ClearCode loop
C := Read_Code;
end loop;
-- If we get an ending code immediately after a clear code
-- (Yet another unlikely case), then break out of the loop.
exit when C = EndingCode;
-- Finally, if the code is beyond the range of already set codes,
-- (This one had better NOT happen... I have no idea what will
-- result from this, but I doubt it will look good...) then set
-- it to color zero.
if C >= Slot then
C := 0;
end if;
Oc := C;
Fc := C;
-- And let us not forget to output the char...
Next_Pixel(C);
else -- C /= ClearCode
-- In this case, it's not a clear code or an ending code, so
-- it must be a code code... So we can now decode the code into
-- a stack of character codes. (Clear as mud, right?)
Code := C;
-- Here we go again with one of those off chances... If, on the
-- off chance, the code we got is beyond the range of those
-- already set up (Another thing which had better NOT happen...)
-- we trick the decoder into thinking it actually got the last
-- code read. (Hmmn... I'm not sure why this works...
-- But it does...)
if Code >= Slot then
if Code > Slot then
BadCodeCount := BadCodeCount + 1;
end if;
Code := Oc;
Stack (StackPtr) := Fc rem 256;