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<rfc
      xmlns:xi="http://www.w3.org/2001/XInclude"
      category="info"
      docName="draft-zern-webp-06"
      ipr="trust200902"
      obsoletes=""
      updates=""
      submissionType="IETF"
      consensus="true"
      xml:lang="en"
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 <front>
   <title>WebP Image Format Media Type Registration</title>
   <seriesInfo name="Internet-Draft" value="draft-zern-webp-06" />
   <seriesInfo status="informational" name="" value="draft-zern-webp-06" />

   <author fullname="James Zern" initials="J." surname="Zern">
     <organization>Google LLC</organization>
     <address>
       <postal>
         <street>1600 Amphitheatre Parkway</street>
         <city>Mountain View</city>
         <region>CA</region>
         <code>94043</code>
         <country>United States of America</country>
       </postal>
       <phone>+1 650 253-0000</phone>
       <email>jzern@google.com</email>
     </address>
   </author>

   <date year="2022" />

   <area>General</area>
   <workgroup>Internet Engineering Task Force</workgroup>

   <keyword>VP8</keyword>
   <keyword>WebP</keyword>

   <abstract>
   <t>This document provides the Media Type Registration for the subtype
     image/webp.</t>
   </abstract>
 </front>

 <middle>
   <section numbered="true" toc="default">
     <name>Introduction</name>
     <t>This document provides references for the WebP image format and
       considerations for its use across platforms.</t>

     <t>WebP is a <xref target="riff-spec">Resource Interchange File Format
       (RIFF)</xref> based image file format
       (<xref target="webp-container"/>) which supports lossless and lossy
       compression as well as alpha (transparency) and animation. It covers use
       cases similar to <xref target="jpeg-spec">JPEG</xref>,
       <xref target="RFC2083">PNG</xref> and the
       <xref target="gif-spec">Graphics Interchange Format (GIF)</xref>.</t>
     <t>WebP consists of two compression algorithms used to reduce the size of
       image pixel data, including alpha (transparency) information. Lossy
       compression is achieved using VP8 intra-frame encoding <xref
         target="RFC6386"/>. The <xref target="webp-lossless">lossless
           algorithm</xref> stores and restores the pixel values exactly,
             including the color values for zero alpha pixels. The format uses
             subresolution images, recursively embedded into the format itself,
             for storing statistical data about the images, such as the used
             entropy codes, spatial predictors, color space conversion, and
             color table. <xref target="lz77">LZ77</xref>, <xref
               target="huffman">Huffman coding</xref>, and a color cache are
                 used for compression of the bulk data.</t>
   </section>

   <section anchor="webp-media-type" numbered="true" toc="default">
     <name>The 'image/webp' Media Type</name>
     <t>This section contains the media type registration details as per <xref
       target="RFC6838"/>.</t>
     <section numbered="true" toc="default">
       <name>Registration Details</name>
       <t>Type name: image</t>
       <t>Subtype name: webp</t>
       <t>Required parameters: N/A</t>
       <t>Optional parameters: N/A</t>
       <t>Encoding considerations: Binary. The <xref target="RFC4648">Base64
         encoding</xref> should be used on transports that cannot accommodate
         binary data directly.</t>
       <t>Security considerations: See <xref target="Security"/>.</t>
       <t>Interoperability considerations: See <xref target="Interop"/>.</t>
       <t>Published specification: <xref target="webp-riff-src"/></t>
       <t>Applications that use this media type: Applications that are used to
         display and process images, especially when smaller image file sizes
         are important.</t>
       <t>Fragment identifier considerations: N/A</t>
       <t>Additional information:</t>
       <ul empty="true" spacing="normal">
         <li>Deprecated alias names for this type: N/A</li>
         <li>Magic number(s): The first 4 bytes are 0x52, 0x49, 0x46, 0x46
           ('RIFF'), followed by 4 bytes for the RIFF chunk size. The next 7
           bytes are 0x57, 0x45, 0x42, 0x50, 0x56, 0x50, 0x38 ('WEBPVP8').</li>
         <li>File extension(s): webp</li>
         <li>Apple Uniform Type Identifier: org.webmproject.webp conforms to
             public.image</li>
         <li>Object Identifiers: N/A</li>
       </ul>
       <t>Person &amp; email address to contact for further information:</t>
       <ul empty="true" spacing="normal">
         <li>Name: James Zern</li>
         <li>Email: jzern@google.com</li>
       </ul>
       <t>Intended usage: COMMON</t>
       <t>Restrictions on usage: N/A</t>
       <t>Author:</t>
       <ul empty="true" spacing="normal">
         <li>Name: James Zern</li>
         <li>Email: jzern@google.com</li>
       </ul>
       <t>Change controller:</t>
       <ul empty="true" spacing="normal">
         <li>Name: James Zern</li>
         <li>Email: jzern@google.com</li>
         <li>Name: Pascal Massimino</li>
         <li>Email: pascal.massimino@gmail.com</li>
         <li>Name: WebM Project</li>
         <li>Email: webmaster@webmproject.org</li>
       </ul>
       <t>Provisional registration? (standards tree only): N/A</t>
     </section>
   </section>

   <section anchor="Security" numbered="true" toc="default">
     <name>Security Considerations</name>
     <t>Security risks are similar to other media content and may include
       integer overflows, out-of-bounds reads and writes to both heap and
       stack, uninitialized data usage, null pointer references, resource
       (disk, memory) exhaustion and extended resource usage (long running
       time) as part of the demuxing and decoding process. These may cause
       information leakage (memory layout and contents) or crashes and thereby
       denial of service to an application using the format <xref
         target="cve.mitre.org-libwebp"/> <xref target="crbug-security"/>.</t>
     <t>The format does not employ "active content", but does allow metadata
       (<xref target="XMP"/>, <xref target="Exif"/>) and custom chunks to be
       embedded in a file. Applications that interpret these chunks may be
       subject to security considerations for those formats.</t>
   </section>

   <section anchor="Interop" numbered="true" toc="default">
     <name>Interoperability Considerations</name>
     <t>The format is defined using little-endian byte ordering (see <xref
       target="RFC2781" section="3.1"/>), but demuxing and decoding are
       possible on platforms using a different ordering with the appropriate
       conversion.

       The container is RIFF-based and allows extension via user defined
       chunks, but nothing beyond the chunks defined by the container format
       (<xref target="webp-container"/>) are required for decoding of the image.
       These have been finalized, but were extended in the format's early
       stages so some older readers may not support lossless or animated image
       decoding.</t>
   </section>

   <section anchor="IANA" numbered="true" toc="default">
     <name>IANA Considerations</name>
     <t>IANA has updated the <xref target="IANA-Media-Types">"Image Media
       Types" registry</xref> to include 'image/webp' as described in <xref
         target="webp-media-type"/>.</t>
   </section>

   <section anchor="webp-container" numbered="true" toc="default">
     <name>WebP Container Specification</name>
     <t>Note this section is based on the documentation in the <xref
       target="webp-riff-src">libwebp source repository</xref> at the time
         of writing.</t>
     <section numbered="true" toc="default">
       <name>Introduction</name>
       <t>WebP is an image format that uses either (i) the VP8 intra-frame
         encoding <xref target="RFC6386"/> to compress image data in a lossy
           way, or (ii) the <xref target="webp-lossless">WebP lossless
             encoding</xref>. These encoding schemes should make it more
               efficient than currently used formats. It is optimized for fast
               image transfer over the network (e.g., for websites). The WebP
               format has feature parity (color profile, metadata, animation
               etc) with other formats as well. This section describes the
               structure of a WebP file.</t>
       <t>The WebP container (i.e., RIFF container for WebP) allows feature
         support over and above the basic use case of WebP (i.e., a file
         containing a single image encoded as a VP8 key frame). The WebP
         container provides additional support for:</t>
         <ul spacing="normal">
           <li><strong>Lossless compression.</strong> An image can be
             losslessly compressed, using the WebP Lossless Format.</li>
           <li><strong>Metadata.</strong> An image may have metadata stored in
             <xref target="Exif"/> or <xref target="XMP"/> formats.</li>
           <li><strong>Transparency.</strong> An image may have transparency,
             i.e., an alpha channel.</li>
           <li><strong>Color Profile.</strong> An image may have an embedded
             <xref target="ICC">ICC profile</xref>.</li>
           <li><strong>Animation.</strong> An image may have multiple frames
             with pauses between them, making it an animation.</li>
         </ul>
       <t>The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
         "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this
         document are to be interpreted as described in <xref
           target="RFC2119"/>.</t>
       <t>Bit numbering in chunk diagrams starts at <tt>0</tt> for the most
         significant bit ('MSB 0') as described in <xref
           target="RFC1166"/>.</t>
     </section>

     <section anchor="terminology-amp-basics" numbered="true" toc="default">
       <name>Terminology &amp; Basics</name>
       <t>A WebP file contains either a still image (i.e., an encoded matrix of
         pixels) or an <xref target="animation">animation</xref>. Optionally,
           it can also contain transparency information, color profile and
           metadata. In case we need to refer only to the matrix of pixels, we
           will call it the <em>canvas</em> of the image.</t>

       <t>Below are additional terms used throughout this document:</t>
       <dl newline="true" spacing="normal" indent="8">
         <dt>Reader/Writer</dt>
         <dd>Code that reads WebP files is referred to as a <em>reader</em>,
           while code that writes them is referred to as a
         <em>writer</em>.</dd>
         <dt>uint16</dt>
         <dd>A 16-bit, little-endian, unsigned integer.</dd>
         <dt>uint24</dt>
         <dd>A 24-bit, little-endian, unsigned integer.</dd>
         <dt>uint32</dt>
         <dd>A 32-bit, little-endian, unsigned integer.</dd>
         <dt>FourCC</dt>
         <dd>A FourCC (four-character code) is a uint32 created by
           concatenating four ASCII characters in little-endian order.</dd>
         <dt>1-based</dt>
         <dd>An unsigned integer field storing values offset by -1. e.g., Such
           a field would store value <em>25</em> as <em>24</em>.</dd>
       </dl>
     </section>
     <section anchor="riff-file-format" numbered="true" toc="default">
       <name>RIFF File Format</name>

       <t>The WebP file format is based on the <xref
         target="riff-spec">RIFF</xref> (Resource Interchange File Format)
           document format.</t>

       <t>The basic element of a RIFF file is a <em>chunk</em>. It consists
         of:</t>
       <artwork name="" type="ascii-art" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                         Chunk FourCC                          |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                          Chunk Size                           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                         Chunk Payload                         |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
         ]]></artwork>
         <dl newline="true" spacing="normal" indent="8">
           <dt>Chunk FourCC: 32 bits</dt>
           <dd>ASCII four-character code used for chunk identification.</dd>
           <dt>Chunk Size: 32 bits (<em>uint32</em>)</dt>
           <dd>The size of the chunk not including this field, the chunk
             identifier or padding.</dd>
           <dt>Chunk Payload: <em>Chunk Size</em> bytes</dt>
           <dd>The data payload. If <em>Chunk Size</em> is odd, a single
             padding byte -- that SHOULD be <tt>0</tt> -- is added.</dd>
           <dt>ChunkHeader('ABCD')</dt>
           <dd>This is used to describe the <em>FourCC</em> and <em>Chunk
             Size</em> header of individual chunks, where 'ABCD' is the FourCC
               for the chunk. This element's size is 8 bytes.</dd>
         </dl>

         <t><strong>Note:</strong> RIFF has a convention that all-uppercase
           chunk FourCCs are standard chunks that apply to any RIFF file
           format, while FourCCs specific to a file format are all lowercase.
           WebP does not follow this convention.</t>
     </section>

     <section numbered="true" toc="default">
       <name>WebP File Header</name>
       <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|      'R'      |      'I'      |      'F'      |      'F'      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                           File Size                           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|      'W'      |      'E'      |      'B'      |      'P'      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
         ]]></artwork>

       <dl newline="true" spacing="normal" indent="8">
         <dt>'RIFF': 32 bits</dt>
         <dd>The ASCII characters 'R' 'I' 'F' 'F'.</dd>
         <dt>File Size: 32 bits (<em>uint32</em>)</dt>
         <dd>The size of the file in bytes starting at offset 8. The maximum
           value of this field is 2^32 minus 10 bytes and thus the size of the
           whole file is at most 4GiB minus 2 bytes.</dd>
         <dt>'WEBP': 32 bits</dt>
         <dd>The ASCII characters 'W' 'E' 'B' 'P'.</dd>
       </dl>

       <t>A WebP file MUST begin with a RIFF header with the FourCC 'WEBP'. The
         file size in the header is the total size of the chunks that follow
         plus <tt>4</tt> bytes for the 'WEBP' FourCC. The file SHOULD NOT
           contain anything after it. As the size of any chunk is even, the
           size given by the RIFF header is also even. The contents of
           individual chunks will be described in the following sections.</t>
     </section>

     <section anchor="simple-file-format-lossy" numbered="true" toc="default">
       <name>Simple File Format (Lossy)</name>

       <t>This layout SHOULD be used if the image requires lossy encoding and
         does not require transparency or other advanced features provided by
         the extended format. Files with this layout are smaller and supported
         by older software.</t>

       <t>Simple WebP (lossy) file format:</t>
       <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                    WebP file header (12 bytes)                |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                          VP8 chunk                            |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
         ]]></artwork>

       <t>VP8 chunk:</t>
      <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('VP8 ')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                           VP8 data                            |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
        ]]></artwork>

      <dl newline="true" spacing="normal" indent="8">
        <dt>VP8 data: <em>Chunk Size</em> bytes</dt>
        <dd>VP8 bitstream data.</dd>
      </dl>

      <t>The VP8 bitstream format specification is described by <xref
        target="RFC6386"/>. Note that the VP8 frame header contains the VP8
        frame width and height. That is assumed to be the width and height of
        the canvas.</t>

      <t>The VP8 specification describes how to decode the image into Y'CbCr
        format. To convert to RGB, <xref target="rec601">Rec. 601</xref> SHOULD
          be used.</t>
     </section>
     <section anchor="simple-file-format-lossless" numbered="true"
       toc="default">
       <name>Simple File Format (Lossless)</name>
       <t><strong>Note:</strong> Older readers may not support files using the
         lossless format.</t>
       <t>This layout SHOULD be used if the image requires lossless encoding
         (with an optional transparency channel) and does not require advanced
         features provided by the extended format.</t>

       <t>Simple WebP (lossless) file format:</t>
       <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                    WebP file header (12 bytes)                |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                          VP8L chunk                           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
         ]]></artwork>

       <t>VP8L chunk:</t>
       <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('VP8L')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                           VP8L data                           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
         ]]></artwork>

       <dl newline="true" spacing="normal" indent="8">
         <dt>VP8L data: <em>Chunk Size</em> bytes</dt>
         <dd>VP8L bitstream data.</dd>
       </dl>

       <t>The specification of the VP8L bitstream can be found in <xref
         target="webp-lossless"/>. Note that the VP8L header contains the
         VP8L image width and height. That is assumed to be the width and
         height of the canvas.</t>
     </section>

     <section numbered="true" toc="default">
       <name>Extended File Format</name>
       <t><strong>Note:</strong> Older readers may not support files using the
         extended format.</t>

       <t>An extended format file consists of:</t>
       <ul spacing="normal">
         <li>A 'VP8X' chunk with information about features used in the
           file.</li>
         <li>An optional 'ICCP' chunk with color profile.</li>
         <li>An optional 'ANIM' chunk with animation control data.</li>
         <li>Image data.</li>
         <li>An optional 'EXIF' chunk with Exif metadata.</li>
         <li>An optional 'XMP ' chunk with XMP metadata.</li>
         <li>An optional list of <xref target="unknown-chunks">unknown
           chunks</xref>.</li>
       </ul>

       <t>For a <em>still image</em>, the <em>image data</em> consists of a
         single frame, which is made up of:</t>

       <ul spacing="normal">
         <li>An optional <xref target="alpha">alpha subchunk</xref>.</li>
         <li>A <xref target="bitstream-vp8vp8l">bitstream subchunk</xref>.</li>
       </ul>

       <t>For an <em>animated image</em>, the <em>image data</em> consists of
         multiple frames. More details about frames can be found in <xref
           target="animation"/>.</t>

       <t>All chunks SHOULD be placed in the same order as listed above. If a
         chunk appears in the wrong place, the file is invalid, but readers MAY
         parse the file, ignoring the chunks that come too late.</t>

       <t><strong>Rationale:</strong> Setting the order of chunks should allow
         quicker file parsing. For example, if an 'ALPH' chunk does not appear
         in its required position, a decoder can choose to stop searching for
         it. The rule of ignoring late chunks should make programs that need to
         do a full search give the same results as the ones stopping early.</t>

       <t anchor="extended_header" >Extended WebP file header:</t>
       <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                   WebP file header (12 bytes)                 |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('VP8X')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|Rsv|I|L|E|X|A|R|                   Reserved                    |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|          Canvas Width Minus One               |             ...
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
...  Canvas Height Minus One    |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
         ]]></artwork>

       <dl newline="true" spacing="normal" indent="8">
         <dt>Reserved (Rsv): 2 bits</dt>
         <dd>SHOULD be <tt>0</tt>.</dd>
         <dt>ICC profile (I): 1 bit</dt>
         <dd>Set if the file contains an ICC profile.</dd>
         <dt>Alpha (L): 1 bit</dt>
         <dd>Set if any of the frames of the image contain transparency
           information ("alpha").</dd>
         <dt>Exif metadata (E): 1 bit</dt>
         <dd>Set if the file contains Exif metadata.</dd>
         <dt>XMP metadata (X): 1 bit</dt>
         <dd>Set if the file contains XMP metadata.</dd>
         <dt>Animation (A): 1 bit</dt>
         <dd>Set if this is an animated image. Data in 'ANIM' and 'ANMF' chunks
           should be used to control the animation.</dd>
         <dt>Reserved (R): 1 bit</dt>
         <dd>SHOULD be <tt>0</tt>.</dd>
         <dt>Reserved: 24 bits</dt>
         <dd>SHOULD be <tt>0</tt>.</dd>
         <dt>Canvas Width Minus One: 24 bits</dt>
         <dd><em>1-based</em> width of the canvas in pixels. The actual canvas
           width is <tt>1 + Canvas Width Minus One</tt></dd>
         <dt>Canvas Height Minus One: 24 bits</dt>
         <dd><em>1-based</em> height of the canvas in pixels. The actual canvas
           height is <tt>1 + Canvas Height Minus One</tt></dd>
       </dl>

       <t>The product of <em>Canvas Width</em> and <em>Canvas Height</em> MUST
         be at most <tt>2^32 - 1</tt>.</t>
       <t>Future specifications MAY add more fields.</t>

       <section numbered="true" toc="default">
         <name>Chunks</name>
         <section anchor="animation" numbered="true" toc="default">
           <name>Animation</name>

           <t>An animation is controlled by ANIM and ANMF chunks.</t>

           <t anchor="anim_chunk">ANIM Chunk:</t>

           <t>For an animated image, this chunk contains the <em>global
             parameters</em> of the animation.</t>

           <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('ANIM')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                       Background Color                        |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|          Loop Count           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
             ]]></artwork>

           <dl newline="true" spacing="normal" indent="8">
             <dt>Background Color: 32 bits (<em>uint32</em>)</dt>
             <dd>
               <t>The default background color of the canvas in [Blue, Green,
                 Red, Alpha] byte order. This color MAY be used to fill the
                 unused space on the canvas around the frames, as well as the
                 transparent pixels of the first frame. Background color is
                 also used when disposal method is <tt>1</tt>.</t>
               <t><strong>Note:</strong></t>
               <ul spacing="normal">
                 <li>Background color MAY contain a transparency value (alpha),
                   even if the <em>Alpha</em> flag in <xref
                     target="extended_header">VP8X chunk</xref> is unset.</li>
                 <li>Viewer applications SHOULD treat the background color value
                   as a hint, and are not required to use it.</li>
                 <li>The canvas is cleared at the start of each loop. The
                   background color MAY be used to achieve this.</li>
               </ul>
             </dd>

             <dt>Loop Count: 16 bits (<em>uint16</em>)</dt>
             <dd>The number of times to loop the animation. <tt>0</tt> means
               infinitely.</dd>
           </dl>

           <t>This chunk MUST appear if the <em>Animation</em> flag in the VP8X
             chunk is set. If the <em>Animation</em> flag is not set and this
               chunk is present, it SHOULD be ignored.</t>

             <t>ANMF chunk:</t>

             <t>For animated images, this chunk contains information about a
             <em>single</em> frame. If the <em>Animation flag</em> is not set,
               then this chunk SHOULD NOT be present.</t>

             <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('ANMF')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                        Frame X                |             ...
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
...          Frame Y            |   Frame Width Minus One     ...
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
...             |           Frame Height Minus One              |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                 Frame Duration                |  Reserved |B|D|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                         Frame Data                            |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
               ]]></artwork>

             <dl newline="true" spacing="normal" indent="8">
               <dt>Frame X: 24 bits (<em>uint24</em>)</dt>
               <dd>The X coordinate of the upper left corner of the frame is
                <tt>Frame X * 2</tt></dd>
               <dt>Frame Y: 24 bits (<em>uint24</em>)</dt>
               <dd>The Y coordinate of the upper left corner of the frame is
                 <tt>Frame Y * 2</tt></dd>
               <dt>Frame Width Minus One: 24 bits (<em>uint24</em>)</dt>
               <dd>The <em>1-based</em> width of the frame. The frame width is
                 <tt>1 + Frame Width Minus One</tt></dd>
               <dt>Frame Height Minus One: 24 bits (<em>uint24</em>)</dt>
               <dd>The <em>1-based</em> height of the frame. The frame height
                 is <tt>1 + Frame Height Minus One</tt></dd>
               <dt>Frame Duration: 24 bits (<em>uint24</em>)</dt>
               <dd>The time to wait before displaying the next frame, in 1
                 millisecond units. Note the interpretation of frame duration
                 of 0 (and often &lt;= 10) is implementation defined. Many
                 tools and browsers assign a minimum duration similar to
                 GIF.</dd>
               <dt>Reserved: 6 bits</dt>
               <dd>SHOULD be <tt>0</tt>.</dd>
               <dt>Blending method (B): 1 bit</dt>
               <dd><t>Indicates how transparent pixels of <em>the current
                 frame</em> are to be blended with corresponding pixels of the
                   previous canvas:</t>
                 <ul spacing="normal">
                   <li><tt>0</tt>: Use alpha blending. After disposing of the
                     previous frame, render the current frame on the canvas
                     using <xref target="alpha-blending">alpha-blending</xref>.
                       If the current frame does not have an alpha channel,
                       assume alpha value of 255, effectively replacing the
                       rectangle.</li>
                   <li><tt>1</tt>: Do not blend. After disposing of the
                     previous frame, render the current frame on the canvas by
                     overwriting the rectangle covered by the current
                     frame.</li>
                 </ul>
               </dd>
               <dt>Disposal method (D): 1 bit</dt>
               <dd><t>Indicates how <em>the current frame</em> is to be treated
                 after it has been displayed (before rendering the next frame)
                 on the canvas:</t>
                 <ul spacing="normal">
                   <li><tt>0</tt>: Do not dispose. Leave the canvas as is.</li>
                   <li><tt>1</tt>: Dispose to background color. Fill the
                     <em>rectangle</em> on the canvas covered by the <em>current
                     frame</em> with background color specified in the <xref
                       target="anim_chunk">ANIM chunk</xref>.</li>
                 </ul>
                 <t><strong>Notes:</strong></t>
                 <ul spacing="normal">
                   <li>The frame disposal only applies to the <em>frame
                     rectangle</em>, that is, the rectangle defined by
                     <em>Frame X</em>, <em>Frame Y</em>, <em>frame width</em>
                     and <em>frame height</em>. It may or may not cover the
                     whole canvas.</li>
                   <li anchor="alpha-blending"><t>Alpha-blending:</t>
                     <t>Given that each of the R, G, B and A channels is 8-bit,
                       and the RGB channels are <em>not premultiplied</em> by
                       alpha, the formula for blending 'dst' onto 'src' is:</t>

                     <sourcecode><![CDATA[
blend.A = src.A + dst.A * (1 - src.A / 255)
if blend.A = 0 then
  blend.RGB = 0
else
  blend.RGB = (src.RGB * src.A +
               dst.RGB * dst.A * (1 - src.A / 255)) / blend.A
                       ]]></sourcecode>
                   </li>
                   <li>Alpha-blending SHOULD be done in linear color space, by
                     taking into account the <xref target="color-profile">color
                       profile</xref> of the image. If the color profile is not
                         present, sRGB is to be assumed. (Note that sRGB also
                         needs to be linearized due to a gamma of ~2.2).</li>
                 </ul>
               </dd>
               <dt>Frame Data: <em>Chunk Size</em> - <tt>16</tt> bytes</dt>
               <dd><t>Consists of:</t>
                 <ul spacing="normal">
                   <li>An optional <xref target="alpha">alpha subchunk</xref>
                       for the frame.</li>
                   <li>A <xref target="bitstream-vp8vp8l">bitstream
                     subchunk</xref> for the frame.</li>
                   <li>An optional list of <xref
                     target="unknown-chunks">unknown chunks</xref>.</li>
                 </ul>
               </dd>
             </dl>
             <t><strong>Note:</strong> The 'ANMF' payload, <em>Frame Data</em>
               above, consists of individual <em>padded</em> chunks as
               described by the <xref target="riff-file-format">RIFF file
               format</xref>.</t>
         </section>
         <section anchor="alpha" numbered="true" toc="default">
           <name>Alpha</name>
           <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('ALPH')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|Rsv| P | F | C |     Alpha Bitstream...                        |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
             ]]></artwork>

           <dl newline="true" spacing="normal" indent="8">
             <dt>Reserved (Rsv): 2 bits</dt>
             <dd>SHOULD be <tt>0</tt>.</dd>
             <dt>Pre-processing (P): 2 bits</dt>
             <dd><t>These INFORMATIVE bits are used to signal the
               pre-processing that has been performed during compression. The
               decoder can use this information to e.g. dither the values or
               smooth the gradients prior to display.</t>
               <ul spacing="normal">
                 <li><tt>0</tt>: no pre-processing</li>
                 <li><tt>1</tt>: level reduction</li>
               </ul>
             </dd>
             <dt>Filtering method (F): 2 bits</dt>
             <dd><t>The filtering method used:</t>
               <ul spacing="normal">
                 <li><tt>0</tt>: None.</li>
                 <li><tt>1</tt>: Horizontal filter.</li>
                 <li><tt>2</tt>: Vertical filter.</li>
                 <li><tt>3</tt>: Gradient filter.</li>
               </ul>

               <t>For each pixel, filtering is performed using the following
                 calculations. Assume the alpha values surrounding the current
                 <tt>X</tt> position are labeled as:</t>
               <artwork name="" type="" align="left" alt=""><![CDATA[
 C | B |
---+---+
 A | X |
                 ]]></artwork>

               <t>We seek to compute the alpha value at position X. First, a
                 prediction is made depending on the filtering method:</t>

               <ul spacing="normal">
                 <li>Method <tt>0</tt>: predictor = 0</li>
                 <li>Method <tt>1</tt>: predictor = A</li>
                 <li>Method <tt>2</tt>: predictor = B</li>
                 <li>Method <tt>3</tt>: predictor = clip(A + B - C)</li>
               </ul>

               <t>where <tt>clip(v)</tt> is equal to:</t>
               <ul spacing="normal">
                 <li>0    if v &lt; 0</li>
                 <li>255  if v &gt; 255</li>
                 <li>v    otherwise</li>
               </ul>

               <t>The final value is derived by adding the decompressed value
                 <tt>X</tt> to the predictor and using modulo-256 arithmetic to
                 wrap the [256-511] range into the [0-255] one:</t>

               <sourcecode><![CDATA[
alpha = (predictor + X) % 256
                 ]]></sourcecode>

               <t>There are special cases for left-most and top-most pixel
                 positions:</t>
               <ul spacing="normal">
                 <li>Top-left value at location (0,0) uses 0 as predictor
                   value. Otherwise,</li>
                 <li>For horizontal or gradient filtering methods, the
                   left-most pixels at location (0, y) are predicted using the
                   location (0, y-1) just above.</li>
                 <li>For vertical or gradient filtering methods, the top-most
                   pixels at location (x, 0) are predicted using the location
                   (x-1, 0) on the left.</li>
               </ul>
               <t>Decoders are not required to use this information in any
                 specified way.</t>
             </dd>
             <dt>Compression method (C): 2 bits</dt>
             <dd><t>The compression method used:</t>
               <ul spacing="normal">
                 <li><tt>0</tt>: No compression.</li>
                 <li><tt>1</tt>: Compressed using the WebP lossless format.</li>
               </ul>
             </dd>
             <dt>Alpha bitstream: <em>Chunk Size</em> - <tt>1</tt> bytes</dt>
             <dd>Encoded alpha bitstream.</dd>
           </dl>

           <t>This optional chunk contains encoded alpha data for this frame. A
             frame containing a 'VP8L' chunk SHOULD NOT contain this chunk.</t>
           <t><strong>Rationale:</strong> The transparency information is
             already part of the 'VP8L' chunk.</t>
           <t>The alpha channel data is stored as uncompressed raw data
             (when compression method is '0') or compressed using the
             lossless format (when the compression method is '1').</t>
           <ul spacing="normal">
             <li>Raw data: consists of a byte sequence of length width *
               height, containing all the 8-bit transparency values in scan
               order.</li>
             <li><t>Lossless format compression: the byte sequence is a
               compressed image-stream (as described in <xref
                 target="webp-lossless"/>) of implicit dimension width x
                 height. That is, this image-stream does NOT contain any
                 headers describing the image dimension.</t>
             <t><strong>Rationale:</strong> the dimension is already known from
               other sources, so storing it again would be redundant and
               error-prone.</t>
             <t>Once the image-stream is decoded into ARGB color values,
               following the process described in the lossless format
               specification, the transparency information must be extracted
               from the *green* channel of the ARGB quadruplet.</t>
             <t><strong>Rationale:</strong> the green channel is allowed extra
               transformation steps in the specification -- unlike the other
               channels -- that can improve compression.</t></li>
           </ul>
         </section>
         <section anchor="bitstream-vp8vp8l" numbered="true" toc="default">
           <name>Bitstream (VP8/VP8L)</name>
           <t>This chunk contains compressed bitstream data for a single
             frame.</t>
           <t>A bitstream chunk may be either (i) a VP8 chunk, using "VP8 "
             (note the significant fourth-character space) as its tag
           <em>or</em> (ii) a VP8L chunk, using "VP8L" as its tag.</t>
           <t>The formats of VP8 and VP8L chunks are as described in <xref
             target="simple-file-format-lossy"/> and <xref
               target="simple-file-format-lossless"/> respectively.</t>
         </section>
         <section anchor="color-profile" numbered="true" toc="default">
           <name>Color profile</name>
           <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('ICCP')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                       Color Profile                           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
             ]]></artwork>

           <dl newline="true" spacing="normal" indent="8">
             <dt>Color Profile: <em>Chunk Size</em> bytes</dt>
             <dd>ICC profile.</dd>
           </dl>
           <t>This chunk MUST appear before the image data.</t>
           <t>There SHOULD be at most one such chunk. If there are more such
             chunks, readers MAY ignore all except the first one. See the <xref
               target="ICC">ICC Specification</xref> for details.</t>
           <t>If this chunk is not present, sRGB SHOULD be assumed.</t>
         </section>
         <section numbered="true" toc="default">
           <name>Metadata</name>
           <t>Metadata can be stored in 'EXIF' or 'XMP ' chunks.</t>
           <t>There SHOULD be at most one chunk of each type ('EXIF' and 'XMP
             '). If there are more such chunks, readers MAY ignore all except
             the first one. Also, a file may possibly contain both 'EXIF' and
             'XMP ' chunks.</t>
           <t>The chunks are defined as follows:</t>
           <t>EXIF chunk:</t>
           <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('EXIF')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                        Exif Metadata                          |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
             ]]></artwork>

           <dl newline="true" spacing="normal" indent="8">
             <dt>Exif Metadata: <em>Chunk Size</em> bytes</dt>
             <dd>image metadata in <xref target="Exif"/> format.</dd>
           </dl>

           <t>XMP chunk:</t>
           <artwork name="" type="" align="left" alt=""><![CDATA[
 0                   1                   2                   3
 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                      ChunkHeader('XMP ')                      |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|                        XMP Metadata                           |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
             ]]></artwork>

           <dl newline="true" spacing="normal" indent="8">
             <dt>XMP Metadata: <em>Chunk Size</em> bytes</dt>
             <dd>image metadata in <xref target="XMP"/> format.</dd>
           </dl>
           <t>Additional guidance about handling metadata can be found in the
             Metadata Working Group's <xref target="mwg">Guidelines for
               Handling Metadata</xref>.</t>
         </section>
         <section anchor="unknown-chunks" numbered="true" toc="default">
           <name>Unknown Chunks</name>
           <t>A RIFF chunk (described in <xref
             target="terminology-amp-basics"/>.) whose <em>chunk tag</em> is
               different from any of the chunks described in this document, is
               considered an <em>unknown chunk</em>.</t>
           <t><strong>Rationale:</strong> Allowing unknown chunks gives a
             provision for future extension of the format, and also allows
             storage of any application-specific data.</t>
           <t>A file MAY contain unknown chunks:</t>
           <ul spacing="normal">
             <li>At the end of the file as described in <xref
               target="extended_header"/>.</li>
             <li>At the end of ANMF chunks as described in <xref
               target="animation"/>.</li>
           </ul>
           <t>Readers SHOULD ignore these chunks. Writers SHOULD preserve them
             in their original order (unless they specifically intend to modify
             these chunks).</t>
         </section>
       </section>
       <section numbered="true" toc="default">
         <name>Assembling the Canvas from frames</name>
         <t>Here we provide an overview of how a reader should assemble a
           canvas in the case of an animated image. The notation
           <em>VP8X.field</em> means the field in the 'VP8X' chunk with the same
           description.</t>
         <t>Displaying an <em>animated image</em> canvas MUST be equivalent to
           the following pseudocode:</t>

         <sourcecode><![CDATA[
assert VP8X.flags.hasAnimation
canvas <- new image of size VP8X.canvasWidth x VP8X.canvasHeight with
          background color ANIM.background_color.
loop_count <- ANIM.loopCount
dispose_method <- ANIM.disposeMethod
if loop_count == 0:
    loop_count = inf
frame_params <- nil
assert next chunk in image_data is ANMF
for loop = 0..loop_count - 1
    clear canvas to ANIM.background_color or application defined color
    until eof or non-ANMF chunk
        frame_params.frameX = Frame X
        frame_params.frameY = Frame Y
        frame_params.frameWidth = Frame Width Minus One + 1
        frame_params.frameHeight = Frame Height Minus One + 1
        frame_params.frameDuration = Frame Duration
        frame_right = frame_params.frameX + frame_params.frameWidth
        frame_bottom = frame_params.frameY + frame_params.frameHeight
        assert VP8X.canvasWidth >= frame_right
        assert VP8X.canvasHeight >= frame_bottom
        for subchunk in 'Frame Data':
            if subchunk.tag == "ALPH":
                assert alpha subchunks not found in 'Frame Data' earlier
                frame_params.alpha = alpha_data
            else if subchunk.tag == "VP8 " OR subchunk.tag == "VP8L":
                assert bitstream subchunks not found in 'Frame Data' earlier
                frame_params.bitstream = bitstream_data
        render frame with frame_params.alpha and frame_params.bitstream on
            canvas with top-left corner at (frame_params.frameX,
            frame_params.frameY), using dispose method dispose_method.
        canvas contains the decoded image.
        Show the contents of the canvas for frame_params.frameDuration * 1ms.
           ]]></sourcecode>
       </section>
       <section numbered="true" toc="default">
         <name>Example File Layouts</name>
         <t>A lossy encoded image with alpha may look as follows:</t>
           <artwork name="" type="" align="left" alt=""><![CDATA[
RIFF/WEBP
+- VP8X (descriptions of features used)
+- ALPH (alpha bitstream)
+- VP8 (bitstream)
             ]]></artwork>
           <t>A losslessly encoded image may look as follows:</t>
           <artwork name="" type="" align="left" alt=""><![CDATA[
RIFF/WEBP
+- VP8X (descriptions of features used)
+- XYZW (unknown chunk)
+- VP8L (lossless bitstream)
             ]]></artwork>
           <t>A lossless image with ICC profile and XMP metadata may look as
             follows:</t>
           <artwork name="" type="" align="left" alt=""><![CDATA[
RIFF/WEBP
+- VP8X (descriptions of features used)
+- ICCP (color profile)
+- VP8L (lossless bitstream)
+- XMP  (metadata)
             ]]></artwork>
           <t>An animated image with Exif metadata may look as follows:</t>
           <artwork name="" type="" align="left" alt=""><![CDATA[
RIFF/WEBP
+- VP8X (descriptions of features used)
+- ANIM (global animation parameters)
+- ANMF (frame1 parameters + data)
+- ANMF (frame2 parameters + data)
+- ANMF (frame3 parameters + data)
+- ANMF (frame4 parameters + data)
+- EXIF (metadata)
             ]]></artwork>
       </section>
     </section>
   </section>

   <section anchor="webp-lossless" numbered="true" toc="default">
     <name>Specification for WebP Lossless Bitstream</name>
     <t>Note this section is based on the documentation in the <xref
       target="webp-lossless-src">libwebp source repository</xref> at the time
         of writing.</t>
     <section numbered="true" toc="default">
       <name>Abstract</name>
       <t>WebP lossless is an image format for lossless compression of ARGB
         images. The lossless format stores and restores the pixel values
         exactly, including the color values for zero alpha pixels. The format
         uses subresolution images, recursively embedded into the format
         itself, for storing statistical data about the images, such as the
         used entropy codes, spatial predictors, color space conversion, and
         color table. LZ77, Huffman coding, and a color cache are used for
         compression of the bulk data. Decoding speeds faster than PNG have
         been demonstrated, as well as 25% denser compression than can be
         achieved using today's PNG format.</t>
     </section>

     <section numbered="true" toc="default">
       <name>Nomenclature</name>
       <dl newline="true" spacing="normal" indent="8">
         <dt>ARGB</dt>
         <dd>A pixel value consisting of alpha, red, green, and blue
           values.</dd>
         <dt>ARGB image</dt>
         <dd>A two-dimensional array containing ARGB pixels.</dd>
         <dt>color cache</dt>
         <dd>A small hash-addressed array to store recently used colors, to be
           able to recall them with shorter codes.</dd>
         <dt>color indexing image</dt>
         <dd>A one-dimensional image of colors that can be indexed using a
           small integer (up to 256 within WebP lossless).</dd>
         <dt>color transform image</dt>
         <dd>A two-dimensional subresolution image containing data about
           correlations of color components.</dd>
         <dt>distance mapping</dt>
         <dd>Changes LZ77 distances to have the smallest values for pixels in
           2D proximity.</dd>
         <dt>entropy image</dt>
         <dd>A two-dimensional subresolution image indicating which entropy
           coding should be used in a respective square in the image, i.e.,
           each pixel is a meta Huffman code.</dd>
         <dt>Huffman code</dt>
         <dd>A classic way to do entropy coding where a smaller number of bits
           are used for more frequent codes.</dd>
         <dt>LZ77</dt>
         <dd>Dictionary-based sliding window compression algorithm that either
           emits symbols or describes them as sequences of past symbols.</dd>
         <dt>meta Huffman code</dt>
         <dd>A small integer (up to 16 bits) that indexes an element in the
           meta Huffman table.</dd>
         <dt>predictor image</dt>
         <dd>A two-dimensional subresolution image indicating which spatial
           predictor is used for a particular square in the image.</dd>
         <dt>prefix coding</dt>
         <dd>A way to entropy code larger integers that codes a few bits of the
           integer using an entropy code and codifies the remaining bits raw.
           This allows for the descriptions of the entropy codes to remain
           relatively small even when the range of symbols is large.</dd>
         <dt>scan-line order</dt>
         <dd>A processing order of pixels, left-to-right, top-to-bottom,
           starting from the left-hand-top pixel, proceeding to the right. Once
           a row is completed, continue from the left-hand column of the next
           row.</dd>
       </dl>
     </section>

     <section numbered="true" toc="default">
       <name>Introduction</name>
       <t>This document describes the compressed data representation of a WebP
         lossless image. It is intended as a detailed reference for WebP
         lossless encoder and decoder implementation.</t>
       <t>In this document, we extensively use C programming language syntax to
         describe the bitstream, and assume the existence of a function for
         reading bits, <tt>ReadBits(n)</tt>. The bytes are read in the natural
           order of the stream containing them, and bits of each byte are read
           in least-significant-bit-first order. When multiple bits are read at
           the same time, the integer is constructed from the original data in
           the original order. The most significant bits of the returned
           integer are also the most significant bits of the original data.
           Thus the statement</t>

       <sourcecode><![CDATA[
b = ReadBits(2);
         ]]></sourcecode>

       <t>is equivalent with the two statements below:</t>

       <sourcecode><![CDATA[
b = ReadBits(1);
b |= ReadBits(1) << 1;
         ]]></sourcecode>

       <t>We assume that each color component (e.g. alpha, red, blue and
         green) is represented using an 8-bit byte. We define the corresponding
         type as uint8. A whole ARGB pixel is represented by a type called
         uint32, an unsigned integer consisting of 32 bits. In the code showing
         the behavior of the transformations, alpha value is codified in bits
         31..24, red in bits 23..16, green in bits 15..8 and blue in bits 7..0,
         but implementations of the format are free to use another
         representation internally.</t>
       <t>Broadly, a WebP lossless image contains header data, transform
         information and actual image data. Headers contain width and height of
         the image. A WebP lossless image can go through four different types
         of transformation before being entropy encoded. The transform
         information in the bitstream contains the data required to apply the
         respective inverse transforms.</t>
     </section>

     <section numbered="true" toc="default">
       <name>RIFF Header</name>
       <t>The beginning of the header has the RIFF container. This consists of
         the following 21 bytes:</t>

       <ol spacing="normal">
         <li>String "RIFF"</li>
         <li>A little-endian 32 bit value of the block length, the whole size
           of the block controlled by the RIFF header. Normally this equals the
           payload size (file size minus 8 bytes: 4 bytes for the 'RIFF'
           identifier and 4 bytes for storing the value itself).</li>
         <li>String "WEBP" (RIFF container name).</li>
         <li>String "VP8L" (chunk tag for lossless encoded image data).</li>
         <li>A little-endian 32-bit value of the number of bytes in the
           lossless stream.</li>
         <li>One byte signature 0x2f.</li>
       </ol>

       <t>The first 28 bits of the bitstream specify the width and height of
         the image. Width and height are decoded as 14-bit integers as
         follows:</t>

       <sourcecode><![CDATA[
int image_width = ReadBits(14) + 1;
int image_height = ReadBits(14) + 1;
         ]]></sourcecode>

       <t>The 14-bit dynamics for image size limit the maximum size of a WebP
         lossless image to 16384x16384 pixels.</t>

       <t>The alpha_is_used bit is a hint only, and should not impact
         decoding. It should be set to 0 when all alpha values are 255 in the
         picture, and 1 otherwise.</t>

       <sourcecode><![CDATA[
int alpha_is_used = ReadBits(1);
         ]]></sourcecode>

       <t>The version_number is a 3 bit code that must be set to 0. Any other
         value should be treated as an error.</t>

       <sourcecode><![CDATA[
int version_number = ReadBits(3);
         ]]></sourcecode>
     </section>

     <section numbered="true" toc="default">
       <name>Transformations</name>
       <t>Transformations are reversible manipulations of the image data that
         can reduce the remaining symbolic entropy by modeling spatial and
         color correlations. Transformations can make the final compression
         more dense.</t>

       <t>An image can go through four types of transformation. A 1 bit
         indicates the presence of a transform. Each transform is allowed to be
         used only once. The transformations are used only for the main level
         ARGB image: the subresolution images have no transforms, not even the
         0 bit indicating the end-of-transforms.</t>

       <t>Typically an encoder would use these transforms to reduce the Shannon
         entropy in the residual image. Also, the transform data can be decided
         based on entropy minimization.</t>

       <sourcecode><![CDATA[
while (ReadBits(1)) {  // Transform present.
  // Decode transform type.
  enum TransformType transform_type = ReadBits(2);
  // Decode transform data.
  ...
}

// Decode actual image data.
         ]]></sourcecode>

       <t>If a transform is present then the next two bits specify the
         transform type. There are four types of transforms.</t>

       <sourcecode><![CDATA[
enum TransformType {
  PREDICTOR_TRANSFORM             = 0,
  COLOR_TRANSFORM                 = 1,
  SUBTRACT_GREEN                  = 2,
  COLOR_INDEXING_TRANSFORM        = 3,
};
         ]]></sourcecode>

       <t>The transform type is followed by the transform data. Transform data
         contains the information required to apply the inverse transform and
         depends on the transform type. Next we describe the transform data for
         different types.</t>

       <section anchor="predictor-transform" numbered="true" toc="default">
         <name>Predictor Transform</name>
         <t>The predictor transform can be used to reduce entropy by exploiting
           the fact that neighboring pixels are often correlated. In the
           predictor transform, the current pixel value is predicted from the
           pixels already decoded (in scan-line order) and only the residual
           value (actual - predicted) is encoded. The <em>prediction mode</em>
           determines the type of prediction to use. We divide the image into
           squares and all the pixels in a square use same prediction mode.</t>

         <t>The first 3 bits of prediction data define the block width and
           height in number of bits. The number of block columns,
           <tt>block_xsize</tt>, is used in indexing two-dimensionally.</t>

         <sourcecode><![CDATA[
int size_bits = ReadBits(3) + 2;
int block_width = (1 << size_bits);
int block_height = (1 << size_bits);
#define DIV_ROUND_UP(num, den) ((num) + (den) - 1) / (den))
int block_xsize = DIV_ROUND_UP(image_width, 1 << size_bits);
           ]]></sourcecode>

         <t>The transform data contains the prediction mode for each block of
           the image. All the <tt>block_width * block_height</tt> pixels of a
             block use same prediction mode. The prediction modes are treated
             as pixels of an image and encoded using the same techniques
             described in <xref target="image-data"/>.</t>

         <t>For a pixel <em>x, y</em>, one can compute the respective filter
           block address by:</t>

         <sourcecode><![CDATA[
int block_index = (y >> size_bits) * block_xsize +
                  (x >> size_bits);
           ]]></sourcecode>

         <t>There are 14 different prediction modes. In each prediction mode,
           the current pixel value is predicted from one or more neighboring
           pixels whose values are already known.</t>

         <t>We choose the neighboring pixels (TL, T, TR, and L) of the current
           pixel (P) as follows:</t>

         <artwork name="" type="ascii-art" align="left" alt=""><![CDATA[
O    O    O    O    O    O    O    O    O    O    O
O    O    O    O    O    O    O    O    O    O    O
O    O    O    O    TL   T    TR   O    O    O    O
O    O    O    O    L    P    X    X    X    X    X
X    X    X    X    X    X    X    X    X    X    X
X    X    X    X    X    X    X    X    X    X    X
           ]]></artwork>

         <t>where TL means top-left, T top, TR top-right, L left pixel. At the
           time of predicting a value for P, all pixels O, TL, T, TR and L have
           been already processed, and pixel P and all pixels X are
           unknown.</t>

         <t>Given the above neighboring pixels, the different prediction modes
           are defined as follows.</t>

         <artwork name="" type="ascii-art" align="left" alt=""><![CDATA[
| Mode   | Predicted value of each channel of the current pixel    |
| ------ | ------------------------------------------------------- |
|  0     | 0xff000000 (represents solid black color in ARGB)       |
|  1     | L                                                       |
|  2     | T                                                       |
|  3     | TR                                                      |
|  4     | TL                                                      |
|  5     | Average2(Average2(L, TR), T)                            |
|  6     | Average2(L, TL)                                         |
|  7     | Average2(L, T)                                          |
|  8     | Average2(TL, T)                                         |
|  9     | Average2(T, TR)                                         |
| 10     | Average2(Average2(L, TL), Average2(T, TR))              |
| 11     | Select(L, T, TL)                                        |
| 12     | ClampAddSubtractFull(L, T, TL)                          |
| 13     | ClampAddSubtractHalf(Average2(L, T), TL)                |
           ]]></artwork>


         <t><tt>Average2</tt> is defined as follows for each ARGB
           component:</t>

         <sourcecode><![CDATA[
uint8 Average2(uint8 a, uint8 b) {
  return (a + b) / 2;
}
           ]]></sourcecode>

         <t>The Select predictor is defined as follows:</t>

         <sourcecode><![CDATA[
uint32 Select(uint32 L, uint32 T, uint32 TL) {
  // L = left pixel, T = top pixel, TL = top left pixel.

  // ARGB component estimates for prediction.
  int pAlpha = ALPHA(L) + ALPHA(T) - ALPHA(TL);
  int pRed = RED(L) + RED(T) - RED(TL);
  int pGreen = GREEN(L) + GREEN(T) - GREEN(TL);
  int pBlue = BLUE(L) + BLUE(T) - BLUE(TL);

  // Manhattan distances to estimates for left and top pixels.
  int pL = abs(pAlpha - ALPHA(L)) + abs(pRed - RED(L)) +
           abs(pGreen - GREEN(L)) + abs(pBlue - BLUE(L));
  int pT = abs(pAlpha - ALPHA(T)) + abs(pRed - RED(T)) +
           abs(pGreen - GREEN(T)) + abs(pBlue - BLUE(T));

  // Return either left or top, the one closer to the prediction.
  if (pL < pT) {
    return L;
  } else {
    return T;
  }
}
           ]]></sourcecode>

         <t>The functions <tt>ClampAddSubtractFull</tt> and
           <tt>ClampAddSubtractHalf</tt> are performed for each ARGB component
           as follows:</t>

         <sourcecode><![CDATA[
// Clamp the input value between 0 and 255.
int Clamp(int a) {
  return (a < 0) ? 0 : (a > 255) ?  255 : a;
}

int ClampAddSubtractFull(int a, int b, int c) {
  return Clamp(a + b - c);
}

int ClampAddSubtractHalf(int a, int b) {
  return Clamp(a + (a - b) / 2);
}
           ]]></sourcecode>

         <t>There are special handling rules for some border pixels. If there
           is a prediction transform, regardless of the mode [0..13] for these
           pixels, the predicted value for the left-topmost pixel of the image
           is 0xff000000, L-pixel for all pixels on the top row, and T-pixel
           for all pixels on the leftmost column.</t>

         <t>Addressing the TR-pixel for pixels on the rightmost column is
           exceptional. The pixels on the rightmost column are predicted by
           using the modes [0..13] just like pixels not on border, but by using
           the leftmost pixel on the same row as the current TR-pixel. The
           TR-pixel offset in memory is the same for border and non-border
           pixels.</t>
       </section>

       <section anchor="color-transform" numbered="true" toc="default">
         <name>Color Transform</name>
         <t>The goal of the color transform is to decorrelate the R, G and B
           values of each pixel. Color transform keeps the green (G) value as
           it is, transforms red (R) based on green and transforms blue (B)
           based on green and then based on red.</t>

         <t>As is the case for the predictor transform, first the image is
           divided into blocks and the same transform mode is used for all the
           pixels in a block. For each block there are three types of color
           transform elements.</t>

         <sourcecode><![CDATA[
typedef struct {
  uint8 green_to_red;
  uint8 green_to_blue;
  uint8 red_to_blue;
} ColorTransformElement;
           ]]></sourcecode>

         <t>The actual color transformation is done by defining a color
           transform delta. The color transform delta depends on the
           <tt>ColorTransformElement</tt>, which is the same for all the pixels
           in a particular block. The delta is added during color transform.
           The inverse color transform then is just subtracting those
           deltas.</t>

         <t>The color transform function is defined as follows:</t>

         <sourcecode><![CDATA[
void ColorTransform(uint8 red, uint8 blue, uint8 green,
                    ColorTransformElement *trans,
                    uint8 *new_red, uint8 *new_blue) {
  // Transformed values of red and blue components
  uint32 tmp_red = red;
  uint32 tmp_blue = blue;

  // Applying transform is just adding the transform deltas
  tmp_red  += ColorTransformDelta(trans->green_to_red, green);
  tmp_blue += ColorTransformDelta(trans->green_to_blue, green);
  tmp_blue += ColorTransformDelta(trans->red_to_blue, red);

  *new_red = tmp_red & 0xff;
  *new_blue = tmp_blue & 0xff;
}
           ]]></sourcecode>

         <t><tt>ColorTransformDelta</tt> is computed using a signed 8-bit
           integer representing a 3.5-fixed-point number, and a signed 8-bit
           RGB color channel (c) [-128..127] and is defined as follows:</t>

         <sourcecode><![CDATA[
int8 ColorTransformDelta(int8 t, int8 c) {
  return (t * c) >> 5;
}
           ]]></sourcecode>

         <t>A conversion from the 8-bit unsigned representation
           (<tt>uint8</tt>) to the 8-bit signed one (<tt>int8</tt>) is required
             before calling ColorTransformDelta(). It should be performed using
             8-bit two's complement (that is: uint8 range [128-255] is mapped
             to the [-128, -1] range of its converted int8 value).</t>

         <t>The multiplication is to be done using more precision (with at
           least 16-bit dynamics). The sign extension property of the shift
           operation does not matter here: only the lowest 8 bits are used from
           the result, and there the sign extension shifting and unsigned
           shifting are consistent with each other.</t>

         <t>Now we describe the contents of color transform data so that
           decoding can apply the inverse color transform and recover the
           original red and blue values. The first 3 bits of the color
           transform data contain the width and height of the image block in
           number of bits, just like the predictor transform:</t>

         <sourcecode><![CDATA[
int size_bits = ReadBits(3) + 2;
int block_width = 1 << size_bits;
int block_height = 1 << size_bits;
           ]]></sourcecode>

         <t>The remaining part of the color transform data contains
           <tt>ColorTransformElement</tt> instances corresponding to each block
           of the image. <tt>ColorTransformElement</tt> instances are treated
           as pixels of an image and encoded using the methods described in
           <xref target="image-data"/>.</t>

         <t>During decoding, <tt>ColorTransformElement</tt> instances of the
           blocks are decoded and the inverse color transform is applied on the
           ARGB values of the pixels. As mentioned earlier, that inverse color
           transform is just subtracting <tt>ColorTransformElement</tt> values
             from the red and blue channels.</t>

         <sourcecode><![CDATA[
void InverseTransform(uint8 red, uint8 green, uint8 blue,
                      ColorTransformElement *p,
                      uint8 *new_red, uint8 *new_blue) {
  // Applying inverse transform is just subtracting the
  // color transform deltas
  red  -= ColorTransformDelta(p->green_to_red_,  green);
  blue -= ColorTransformDelta(p->green_to_blue_, green);
  blue -= ColorTransformDelta(p->red_to_blue_, red & 0xff);

  *new_red = red & 0xff;
  *new_blue = blue & 0xff;
}
           ]]></sourcecode>
       </section>

       <section numbered="true" toc="default">
         <name>Subtract Green Transform</name>
         <t>The subtract green transform subtracts green values from red and
           blue values of each pixel. When this transform is present, the
           decoder needs to add the green value to both red and blue. There is
           no data associated with this transform. The decoder applies the
           inverse transform as follows:</t>

         <sourcecode><![CDATA[
void AddGreenToBlueAndRed(uint8 green, uint8 *red, uint8 *blue) {
  *red  = (*red  + green) & 0xff;
  *blue = (*blue + green) & 0xff;
}
           ]]></sourcecode>

         <t>This transform is redundant as it can be modeled using the color
           transform, but it is still often useful. Since it can extend the
           dynamics of the color transform and there is no additional data
           here, the subtract green transform can be coded using fewer bits
           than a full-blown color transform.</t>
       </section>

       <section anchor="color-indexing-transform" numbered="true"
         toc="default">
         <name>Color Indexing Transform</name>
         <t>If there are not many unique pixel values, it may be more efficient
           to create a color index array and replace the pixel values by the
           array's indices. The color indexing transform achieves this. (In the
           context of WebP lossless, we specifically do not call this a palette
           transform because a similar but more dynamic concept exists in WebP
           lossless encoding: color cache.)</t>

         <t>The color indexing transform checks for the number of unique ARGB
           values in the image. If that number is below a threshold (256), it
           creates an array of those ARGB values, which is then used to replace
           the pixel values with the corresponding index: the green channel of
           the pixels are replaced with the index; all alpha values are set to
           255; all red and blue values to 0.</t>

         <t>The transform data contains color table size and the entries in the
           color table. The decoder reads the color indexing transform data as
           follows:</t>

         <sourcecode><![CDATA[
// 8 bit value for color table size
int color_table_size = ReadBits(8) + 1;
           ]]></sourcecode>

         <t>The color table is stored using the image storage format itself.
           The color table can be obtained by reading an image, without the
           RIFF header, image size, and transforms, assuming a height of one
           pixel and a width of <tt>color_table_size</tt>. The color table is
             always subtraction-coded to reduce image entropy. The deltas of
             palette colors contain typically much less entropy than the colors
             themselves, leading to significant savings for smaller images. In
             decoding, every final color in the color table can be obtained by
             adding the previous color component values by each ARGB component
             separately, and storing the least significant 8 bits of the
             result.</t>

         <t>The inverse transform for the image is simply replacing the pixel
           values (which are indices to the color table) with the actual color
           table values. The indexing is done based on the green component of
           the ARGB color.</t>

         <sourcecode><![CDATA[
// Inverse transform
argb = color_table[GREEN(argb)];
           ]]></sourcecode>

         <t>If the index is equal or larger than color_table_size, the argb
           color value should be set to 0x00000000 (transparent black).</t>

         <t>When the color table is small (equal to or less than 16 colors),
           several pixels are bundled into a single pixel. The pixel bundling
           packs several (2, 4, or 8) pixels into a single pixel, reducing the
           image width respectively. Pixel bundling allows for a more efficient
           joint distribution entropy coding of neighboring pixels, and gives
           some arithmetic coding-like benefits to the entropy code, but it can
           only be used when there are a small number of unique values.</t>

         <t><tt>color_table_size</tt> specifies how many pixels are combined
           together:</t>

         <sourcecode><![CDATA[
int width_bits;
if (color_table_size <= 2) {
  width_bits = 3;
} else if (color_table_size <= 4) {
  width_bits = 2;
} else if (color_table_size <= 16) {
  width_bits = 1;
} else {
  width_bits = 0;
}
           ]]></sourcecode>

         <t><tt>width_bits</tt> has a value of 0, 1, 2 or 3. A value of 0
           indicates no pixel bundling to be done for the image. A value of 1
           indicates that two pixels are combined together, and each pixel has
           a range of [0..15]. A value of 2 indicates that four pixels are
           combined together, and each pixel has a range of [0..3]. A value
           of 3 indicates that eight pixels are combined together and each
           pixel has a range of [0..1], i.e., a binary value.</t>

         <t>The values are packed into the green component as follows:</t>
         <ul spacing="normal">
           <li><tt>width_bits</tt> = 1: for every x value where x = 2k + 0, a
             green value at x is positioned into the 4 least-significant bits
             of the green value at x / 2, a green value at x + 1 is positioned
             into the 4 most-significant bits of the green value at x / 2.</li>
           <li><tt>width_bits</tt> = 2: for every x value where x = 4k + 0, a
             green value at x is positioned into the 2 least-significant bits
             of the green value at x / 4, green values at x + 1 to x + 3 in
             order to the more significant bits of the green value at x /
             4.</li>
           <li><tt>width_bits</tt> = 3: for every x value where x = 8k + 0, a
             green value at x is positioned into the least-significant bit of
             the green value at x / 8, green values at x + 1 to x + 7 in order
             to the more significant bits of the green value at x / 8.</li>
         </ul>
       </section>
     </section>

     <section anchor="image-data" numbered="true" toc="default">
       <name>Image Data</name>
       <t>Image data is an array of pixel values in scan-line order.</t>
       <section anchor="roles-of-image-data" numbered="true" toc="default">
         <name>Roles of Image Data</name>
         <t>We use image data in five different roles:</t>

         <ol spacing="normal">
           <li>ARGB image: Stores the actual pixels of the image.</li>
           <li>Entropy image: Stores the <xref
             target="decoding-of-meta-huffman-codes">meta Huffman codes</xref>.
               The red and green components of a pixel define the meta Huffman
               code used in a particular block of the ARGB image.</li>
           <li>Predictor image: Stores the metadata for <xref
             target="predictor-transform">Predictor Transform</xref>. The green
               component of a pixel defines which of the 14 predictors is used
               within a particular block of the ARGB image.</li>
           <li>Color transform image. It is created by
             <tt>ColorTransformElement</tt> values (defined in <xref
             target="color-transform">Color Transform</xref> for different
               blocks of the image. Each <tt>ColorTransformElement</tt>
               <tt>'cte'</tt> is treated as a pixel whose alpha component is
               <tt>255</tt>, red component is <tt>cte.red_to_blue</tt>, green
                 component is <tt>cte.green_to_blue</tt> and blue component is
                 <tt>cte.green_to_red</tt>.</li>
             <li>Color indexing image: An array of of size
               <tt>color_table_size</tt> (up to 256 ARGB values) storing the
               metadata for the <xref target="color-indexing-transform">Color
                 Indexing Transform</xref>. This is stored as an image of width
                 <tt>color_table_size</tt> and height <tt>1</tt>.</li>
         </ol>
       </section>

       <section numbered="true" toc="default">
         <name>Encoding of Image data</name>
         <t>The encoding of image data is independent of its role.</t>

         <t>The image is first divided into a set of fixed-size blocks
           (typically 16x16 blocks). Each of these blocks are modeled using
           their own entropy codes. Also, several blocks may share the same
           entropy codes.</t>

         <t><strong>Rationale:</strong> Storing an entropy code incurs a cost.
           This cost can be minimized if statistically similar blocks share an
           entropy code, thereby storing that code only once. For example, an
           encoder can find similar blocks by clustering them using their
           statistical properties, or by repeatedly joining a pair of randomly
           selected clusters when it reduces the overall amount of bits needed
           to encode the image.</t>

         <t>Each pixel is encoded using one of the three possible methods:</t>
         <ol spacing="normal">
           <li>Huffman coded literal: each channel (green, red, blue and alpha)
             is entropy-coded independently;</li>
           <li>LZ77 backward reference: a sequence of pixels are copied from
             elsewhere in the image; or</li>
           <li>Color cache code: using a short multiplicative hash code (color
             cache index) of a recently seen color.</li>
         </ol>

         <t>The following sub-sections describe each of these in detail.</t>

         <section anchor="huffman-coded-literals" numbered="true"
           toc="default">
           <name>Huffman Coded Literals</name>

           <t>The pixel is stored as Huffman coded values of green, red, blue
             and alpha (in that order). See <xref
               target="decoding-entropy-coded-image-data"/> for details.</t>
         </section>

         <section anchor="lz77-backward-reference" numbered="true"
           toc="default">
           <name>LZ77 Backward Reference</name>
           <t>Backward references are tuples of <em>length</em> and
            <em>distance code</em>:</t>

           <ul spacing="normal">
             <li>Length indicates how many pixels in scan-line order are to be
               copied.</li>
             <li>Distance code is a number indicating the position of a
               previously seen pixel, from which the pixels are to be copied.
               The exact mapping is described <xref
                 target="distance-mapping">below</xref>.</li>
           </ul>

           <t>The length and distance values are stored using <strong>LZ77
             prefix coding</strong>.</t>

           <t>LZ77 prefix coding divides large integer values into two parts:
             the <em>prefix code</em> and the <em>extra bits</em>: the prefix
               code is stored using an entropy code, while the extra bits are
               stored as they are (without an entropy code).</t>

           <t><strong>Rationale:</strong> This approach reduces the storage
             requirement for the entropy code. Also, large values are usually
             rare, and so extra bits would be used for very few values in the
             image. Thus, this approach results in a better compression
             overall.</t>

           <t>The following table denotes the prefix codes and extra bits used
             for storing different range of values.</t>

           <t>Note: The maximum backward reference length is limited to 4096.
             Hence, only the first 24 prefix codes (with the respective extra
             bits) are meaningful for length values. For distance values,
             however, all the 40 prefix codes are valid.</t>

           <artwork name="" type="ascii-art" align="left" alt=""><![CDATA[
| Value range     | Prefix code | Extra bits |
| --------------- | ----------- | ---------- |
| 1               | 0           | 0          |
| 2               | 1           | 0          |
| 3               | 2           | 0          |
| 4               | 3           | 0          |
| 5..6            | 4           | 1          |
| 7..8            | 5           | 1          |
| 9..12           | 6           | 2          |
| 13..16          | 7           | 2          |
| ...             | ...         | ...        |
| 3072..4096      | 23          | 10         |
| ...             | ...         | ...        |
| 524289..786432  | 38          | 18         |
| 786433..1048576 | 39          | 18         |
             ]]></artwork>

           <t>The pseudocode to obtain a (length or distance) value from the
             prefix code is as follows:</t>

           <sourcecode><![CDATA[
if (prefix_code < 4) {
  return prefix_code + 1;
}
int extra_bits = (prefix_code - 2) >> 1;
int offset = (2 + (prefix_code & 1)) << extra_bits;
return offset + ReadBits(extra_bits) + 1;
             ]]></sourcecode>

           <t anchor="distance-mapping"><strong>Distance Mapping:</strong></t>

           <t>As noted previously, distance code is a number indicating the
             position of a previously seen pixel, from which the pixels are to
             be copied. This sub-section defines the mapping between a distance
             code and the position of a previous pixel.</t>

           <t>The distance codes larger than 120 denote the pixel-distance in
             scan-line order, offset by 120.</t>

           <t>The smallest distance codes [1..120] are special, and are
             reserved for a close neighborhood of the current pixel. This
             neighborhood consists of 120 pixels:</t>

           <ul spacing="normal">
             <li>Pixels that are 1 to 7 rows above the current pixel, and are
               up to 8 columns to the left or up to 7 columns to the right of
               the current pixel. [Total such pixels = <tt>7 * (8 + 1 + 7) =
               112</tt>].</li>
             <li>Pixels that are in same row as the current pixel, and are up
               to 8 columns to the left of the current pixel. [<tt>8</tt> such
               pixels].</li>
           </ul>

           <t>The mapping between distance code <tt>i</tt> and the neighboring
             pixel offset <tt>(xi, yi)</tt> is as follows:</t>

           <artwork name="" type="ascii-art" align="left" alt=""><![CDATA[
(0, 1),  (1, 0),  (1, 1),  (-1, 1), (0, 2),  (2, 0),  (1, 2),  (-1, 2),
(2, 1),  (-2, 1), (2, 2),  (-2, 2), (0, 3),  (3, 0),  (1, 3),  (-1, 3),
(3, 1),  (-3, 1), (2, 3),  (-2, 3), (3, 2),  (-3, 2), (0, 4),  (4, 0),
(1, 4),  (-1, 4), (4, 1),  (-4, 1), (3, 3),  (-3, 3), (2, 4),  (-2, 4),
(4, 2),  (-4, 2), (0, 5),  (3, 4),  (-3, 4), (4, 3),  (-4, 3), (5, 0),
(1, 5),  (-1, 5), (5, 1),  (-5, 1), (2, 5),  (-2, 5), (5, 2),  (-5, 2),
(4, 4),  (-4, 4), (3, 5),  (-3, 5), (5, 3),  (-5, 3), (0, 6),  (6, 0),
(1, 6),  (-1, 6), (6, 1),  (-6, 1), (2, 6),  (-2, 6), (6, 2),  (-6, 2),
(4, 5),  (-4, 5), (5, 4),  (-5, 4), (3, 6),  (-3, 6), (6, 3),  (-6, 3),
(0, 7),  (7, 0),  (1, 7),  (-1, 7), (5, 5),  (-5, 5), (7, 1),  (-7, 1),
(4, 6),  (-4, 6), (6, 4),  (-6, 4), (2, 7),  (-2, 7), (7, 2),  (-7, 2),
(3, 7),  (-3, 7), (7, 3),  (-7, 3), (5, 6),  (-5, 6), (6, 5),  (-6, 5),
(8, 0),  (4, 7),  (-4, 7), (7, 4),  (-7, 4), (8, 1),  (8, 2),  (6, 6),
(-6, 6), (8, 3),  (5, 7),  (-5, 7), (7, 5),  (-7, 5), (8, 4),  (6, 7),
(-6, 7), (7, 6),  (-7, 6), (8, 5),  (7, 7),  (-7, 7), (8, 6),  (8, 7)
             ]]></artwork>

           <t>For example, distance code <tt>1</tt> indicates offset of <tt>(0,
             1)</tt> for the neighboring pixel, that is, the pixel above the
               current pixel (0-pixel difference in X-direction and 1 pixel
               difference in Y-direction). Similarly, distance code <tt>3</tt>
                 indicates left-top pixel.</t>

           <t>The decoder can convert a distances code 'i' to a scan-line order
             distance 'dist' as follows:</t>

           <sourcecode><![CDATA[
(xi, yi) = distance_map[i]
dist = x + y * xsize
if (dist < 1) {
  dist = 1
}
             ]]></sourcecode>

           <t>where 'distance_map' is the mapping noted above and
             <tt>xsize</tt> is the width of the image in pixels.</t>
         </section>

         <section anchor="color-cache-coding" numbered="true" toc="default">
           <name>Color Cache Coding</name>
           <t>Color cache stores a set of colors that have been recently used
             in the image.</t>

           <t><strong>Rationale:</strong> This way, the recently used colors
             can sometimes be referred to more efficiently than emitting them
             using other two methods (described in <xref
               target="huffman-coded-literals"/> and <xref
                 target="lz77-backward-reference"/>).</t>

           <t>Color cache codes are stored as follows. First, there is a 1-bit
             value that indicates if the color cache is used. If this bit is 0,
             no color cache codes exist, and they are not transmitted in the
             Huffman code that decodes the green symbols and the length prefix
             codes. However, if this bit is 1, the color cache size is read
             next:</t>

           <sourcecode><![CDATA[
int color_cache_code_bits = ReadBits(4);
int color_cache_size = 1 << color_cache_code_bits;
             ]]></sourcecode>

           <t><tt>color_cache_code_bits</tt> defines the size of the
             color_cache by (1 &lt;&lt; <tt>color_cache_code_bits</tt>). The
               range of allowed values for <tt>color_cache_code_bits</tt> is
                 [1..11]. Compliant decoders must indicate a corrupted
                 bitstream for other values.</t>

           <t>A color cache is an array of size <tt>color_cache_size</tt>. Each
             entry stores one ARGB color. Colors are looked up by indexing them
             by (0x1e35a7bd * <tt>color</tt>) &gt;&gt; (32 -
             <tt>color_cache_code_bits</tt>). Only one lookup is done in a
               color cache; there is no conflict resolution.</t>

           <t>In the beginning of decoding or encoding of an image, all entries
             in all color cache values are set to zero. The color cache code is
             converted to this color at decoding time. The state of the color
             cache is maintained by inserting every pixel, be it produced by
             backward referencing or as literals, into the cache in the order
             they appear in the stream.</t>
         </section>
       </section>
     </section>

     <section numbered="true" toc="default">
       <name>Entropy Code</name>
       <section numbered="true" toc="default">
         <name>Overview</name>

         <t>Most of the data is coded using <xref target="huffman">canonical
           Huffman code</xref>. Hence, the codes are transmitted by sending the
           <em>Huffman code lengths</em>, as opposed to the actual <em>Huffman
             codes</em>.</t>

         <t>In particular, the format uses <strong>spatially-variant Huffman
           coding</strong>. In other words, different blocks of the image can
             potentially use different entropy codes.</t>

         <t><strong>Rationale:</strong> Different areas of the image may have
           different characteristics. So, allowing them to use different
           entropy codes provides more flexibility and potentially a better
           compression.</t>
       </section>

       <section numbered="true" toc="default">
         <name>Details</name>
         <t>The encoded image data consists of two parts:</t>
         <ol spacing="normal">
           <li>Meta Huffman codes</li>
           <li>Entropy-coded image data</li>
         </ol>

         <section anchor="decoding-of-meta-huffman-codes" numbered="true"
           toc="default">
           <name>Decoding of Meta Huffman Codes</name>
           <t>As noted earlier, the format allows the use of different Huffman
             codes for different blocks of the image. <em>Meta Huffman
               codes</em> are indexes identifying which Huffman codes to use in
                 different parts of the image.</t>

           <t>Meta Huffman codes may be used <em>only</em> when the image is
             being used in the <xref target="roles-of-image-data">role</xref>
               of an <em>ARGB image</em>.</t>

           <t>There are two possibilities for the meta Huffman codes, indicated
             by a 1-bit value:</t>

           <ul spacing="normal">
             <li>If this bit is zero, there is only one meta Huffman code used
               everywhere in the image. No more data is stored.</li>
             <li>If this bit is one, the image uses multiple meta Huffman
               codes. These meta Huffman codes are stored as an <em>entropy
                 image</em> (described below).</li>
           </ul>

           <t><strong>Entropy image:</strong></t>

           <t>The entropy image defines which Huffman codes are used in
             different parts of the image, as described below.</t>

           <t>The first 3-bits contain the <tt>huffman_bits</tt> value. The
             dimensions of the entropy image are derived from
             'huffman_bits'.</t>

           <sourcecode><![CDATA[
int huffman_bits = ReadBits(3) + 2;
int huffman_xsize = DIV_ROUND_UP(xsize, 1 << huffman_bits);
int huffman_ysize = DIV_ROUND_UP(ysize, 1 << huffman_bits);
             ]]></sourcecode>

           <t>where <tt>DIV_ROUND_UP</tt> is as defined in <xref
             target="predictor-transform"/>.</t>

           <t>Next bits contain an entropy image of width
             <tt>huffman_xsize</tt> and height <tt>huffman_ysize</tt>.</t>

           <t><strong>Interpretation of Meta Huffman Codes:</strong></t>

           <t>For any given pixel (x, y), there is a set of five Huffman codes
             associated with it. These codes are (in bitstream order):</t>

           <ul spacing="normal">
             <li><strong>Huffman code #1</strong>: used for green channel,
               backward-reference length and color cache</li>
             <li><strong>Huffman code #2, #3 and #4</strong>: used for red,
               blue and alpha channels respectively.</li>
             <li><strong>Huffman code #5</strong>: used for backward-reference
               distance.</li>
           </ul>

           <t>From here on, we refer to this set as a <strong>Huffman code
             group</strong>.</t>

           <t>The number of Huffman code groups in the ARGB image can be
             obtained by finding the <em>largest meta Huffman code</em> from
               the entropy image:</t>

           <sourcecode><![CDATA[
int num_huff_groups = max(entropy image) + 1;
             ]]></sourcecode>
           <t>where <tt>max(entropy image)</tt> indicates the largest Huffman
             code stored in the entropy image.</t>

           <t>As each Huffman code groups contains five Huffman codes, the
             total number of Huffman codes is:</t>

           <sourcecode><![CDATA[
int num_huff_codes = 5 * num_huff_groups;
             ]]></sourcecode>

           <t>Given a pixel (x, y) in the ARGB image, we can obtain the
             corresponding Huffman codes to be used as follows:</t>

           <sourcecode><![CDATA[
int position = (y >> huffman_bits) * huffman_xsize + (x >> huffman_bits);
int meta_huff_code = (entropy_image[pos] >> 8) & 0xffff;
HuffmanCodeGroup huff_group = huffman_code_groups[meta_huff_code];
             ]]></sourcecode>

           <t>where, we have assumed the existence of <tt>HuffmanCodeGroup</tt>
             structure, which represents a set of five Huffman codes. Also,
             <tt>huffman_code_groups</tt> is an array of
             <tt>HuffmanCodeGroup</tt> (of size
             <tt>num_huff_groups</tt>).</t>

           <t>The decoder then uses Huffman code group <tt>huff_group</tt> to
             decode the pixel (x, y) as explained in <xref
               target="decoding-entropy-coded-image-data"/>.</t>
         </section>

         <section anchor="decoding-entropy-coded-image-data" numbered="true"
           toc="default">
           <name>Decoding Entropy-coded Image Data</name>
           <t>For the current position (x, y) in the image, the decoder first
             identifies the corresponding Huffman code group (as explained in
             the last section). Given the Huffman code group, the pixel is read
             and decoded as follows:</t>

           <t>Read next symbol S from the bitstream using Huffman code #1. [See
             <xref target="decoding-the-code-lengths"/> for details on decoding
             the Huffman code lengths]. Note that S is any integer in the range
             <tt>0</tt> to <tt>(256 + 24 + </tt> <xref
             target="color-cache-coding"><tt>color_cache_size</tt></xref><tt> -
               1)</tt>.</t>

           <t>The interpretation of S depends on its value:</t>
           <ol spacing="normal">
             <li><t>if S &lt; 256</t>
               <ol spacing="normal" type="i">
                 <li>Use S as the green component</li>
                 <li>Read red from the bitstream using Huffman code #2</li>
                 <li>Read blue from the bitstream using Huffman code #3</li>
                 <li>Read alpha from the bitstream using Huffman code #4</li>
               </ol>
             </li>
             <li><t>if S &lt; 256 + 24</t>
               <ol spacing="normal" type="i">
                 <li>Use S - 256 as a length prefix code</li>
                 <li>Read extra bits for length from the bitstream</li>
                 <li>Determine backward-reference length L from length prefix
                   code and the extra bits read.</li>
                 <li>Read distance prefix code from the bitstream using Huffman
                   code #5</li>
                 <li>Read extra bits for distance from the bitstream</li>
                 <li>Determine backward-reference distance D from distance
                   prefix code and the extra bits read.</li>
                 <li>Copy the L pixels (in scan-line order) from the sequence of
                   pixels prior to them by D pixels.</li>
               </ol>
             </li>
             <li><t>if S >= 256 + 24</t>
               <ol spacing="normal" type="i">
                 <li>Use S - (256 + 24) as the index into the color cache.</li>
                 <li>Get ARGB color from the color cache at that index.</li>
               </ol>
             </li>
           </ol>

           <t anchor="decoding-the-code-lengths"><strong>Decoding the Code
             Lengths:</strong></t>

           <t>This section describes the details about reading a symbol from
             the bitstream by decoding the Huffman code length.</t>

           <t>The Huffman code lengths can be coded in two ways. The method
             used is specified by a 1-bit value.</t>

           <ul spacing="normal">
             <li>If this bit is 1, it is a <em>simple code length code</em>,
               and</li>
             <li>If this bit is 0, it is a <em>normal code length
               code</em>.</li>
           </ul>

           <t><strong>(i) Simple Code Length Code:</strong></t>

           <t>This variant is used in the special case when only 1 or 2 Huffman
             code lengths are non-zero, and are in the range of [0, 255]. All
             other Huffman code lengths are implicitly zeros.</t>

           <t>The first bit indicates the number of non-zero code lengths:</t>

           <sourcecode><![CDATA[
int num_code_lengths = ReadBits(1) + 1;
             ]]></sourcecode>

           <t>The first code length is stored either using a 1-bit code for
             values of 0 and 1, or using an 8-bit code for values in range [0,
             255]. The second code length, when present, is coded as an 8-bit
             code.</t>

           <sourcecode><![CDATA[
int is_first_8bits = ReadBits(1);
code_lengths[0] = ReadBits(1 + 7 * is_first_8bits);
if (num_code_lengths == 2) {
  code_lengths[1] = ReadBits(8);
}
             ]]></sourcecode>

           <t><strong>Note:</strong> Another special case is when <em>all</em>
             Huffman code lengths are <em>zeros</em> (an empty Huffman code).
               For example, a Huffman code for distance can be empty if there
               are no backward references. Similarly, Huffman codes for alpha,
               red, and blue can be empty if all pixels within the same meta
               Huffman code are produced using the color cache. However, this
               case doesn't need a special handling, as empty Huffman codes can
               be coded as those containing a single symbol <tt>0</tt>.</t>

           <t><strong>(ii) Normal Code Length Code:</strong></t>

           <t>The code lengths of a Huffman code are read as follows:
             <tt>num_code_lengths</tt> specifies the number of code lengths; the
             rest of the code lengths (according to the order in
             <tt>kCodeLengthCodeOrder</tt>) are zeros.</t>

           <sourcecode><![CDATA[
int kCodeLengthCodes = 19;
int kCodeLengthCodeOrder[kCodeLengthCodes] = {
  17, 18, 0, 1, 2, 3, 4, 5, 16, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15
};
int code_lengths[kCodeLengthCodes] = { 0 };  // All zeros.
int num_code_lengths = 4 + ReadBits(4);
for (i = 0; i < num_code_lengths; ++i) {
  code_lengths[kCodeLengthCodeOrder[i]] = ReadBits(3);
}
             ]]></sourcecode>

           <ul spacing="normal">
             <li><t>Code length code [0..15] indicates literal code
               lengths.</t>
               <ul spacing="normal">
                 <li>Value 0 means no symbols have been coded.</li>
                 <li>Values [1..15] indicate the bit length of the respective
                   code.</li>
               </ul>
             </li>
             <li>Code 16 repeats the previous non-zero value [3..6] times,
               i.e., 3 + <tt>ReadBits(2)</tt> times.  If code 16 is used before
                 a non-zero value has been emitted, a value of 8 is
                 repeated.</li>
             <li>Code 17 emits a streak of zeros [3..10], i.e., 3 +
               <tt>ReadBits(3)</tt> times.</li>
             <li>Code 18 emits a streak of zeros of length [11..138], i.e., 11
               + <tt>ReadBits(7)</tt> times.</li>
           </ul>
         </section>
       </section>
     </section>

     <section numbered="true" toc="default">
       <name>Overall Structure of the Format</name>
       <t>Below is a view into the format in Backus-Naur form. It does not
         cover all details. End-of-image (EOI) is only implicitly coded into
         the number of pixels (xsize * ysize).</t>

       <section numbered="true" toc="default">
         <name>Basic Structure</name>
         <sourcecode><![CDATA[
<format> ::= <RIFF header><image size><image stream>
<image stream> ::= <optional-transform><spatially-coded image>
           ]]></sourcecode>
        </section>

        <section numbered="true" toc="default">
          <name>Structure of Transforms</name>

          <sourcecode><![CDATA[
<optional-transform> ::= (1-bit value 1; <transform> <optional-transform>) |
                         1-bit value 0
<transform> ::= <predictor-tx> | <color-tx> | <subtract-green-tx> |
                <color-indexing-tx>
<predictor-tx> ::= 2-bit value 0; <predictor image>
<predictor image> ::= 3-bit sub-pixel code ; <entropy-coded image>
<color-tx> ::= 2-bit value 1; <color image>
<color image> ::= 3-bit sub-pixel code ; <entropy-coded image>
<subtract-green-tx> ::= 2-bit value 2
<color-indexing-tx> ::= 2-bit value 3; <color-indexing image>
<color-indexing image> ::= 8-bit color count; <entropy-coded image>
            ]]></sourcecode>
        </section>

        <section numbered="true" toc="default">
          <name>Structure of the Image Data</name>
          <sourcecode><![CDATA[
<spatially-coded image> ::= <meta huffman><entropy-coded image>
<entropy-coded image> ::= <color cache info><huffman codes><lz77-coded image>
<meta huffman> ::= 1-bit value 0 |
                   (1-bit value 1; <entropy image>)
<entropy image> ::= 3-bit subsample value; <entropy-coded image>
<color cache info> ::= 1 bit value 0 |
                       (1-bit value 1; 4-bit value for color cache size)
<huffman codes> ::= <huffman code group> | <huffman code group><huffman codes>
<huffman code group> ::= <huffman code><huffman code><huffman code>
                         <huffman code><huffman code>
                         See "Interpretation of Meta Huffman codes" to
                         understand what each of these five Huffman codes are
                         for.
<huffman code> ::= <simple huffman code> | <normal huffman code>
<simple huffman code> ::= see "Simple code length code" for details
<normal huffman code> ::= <code length code>; encoded code lengths
<code length code> ::= see section "Normal code length code"
<lz77-coded image> ::= ((<argb-pixel> | <lz77-copy> | <color-cache-code>)
                       <lz77-coded image>) | ""
            ]]></sourcecode>

          <t>A possible example sequence:</t>

          <sourcecode><![CDATA[
<RIFF header><image size>1-bit value 1<subtract-green-tx>
1-bit value 1<predictor-tx>1-bit value 0<meta huffman>
<color cache info><huffman codes>
<lz77-coded image>
            ]]></sourcecode>
        </section>
     </section>
   </section>
 </middle>

 <back>
   <references>
     <name>References</name>
     <references>
       <name>Normative References</name>
       <?rfc include="reference.RFC.1166.xml" ?>
       <?rfc include="reference.RFC.2119.xml" ?>
       <?rfc include="reference.RFC.2781.xml" ?>
       <?rfc include="reference.RFC.4648.xml" ?>
       <?rfc include="reference.RFC.6386.xml" ?>
       <?rfc include="reference.RFC.6838.xml" ?>

       <reference anchor="rec601"
         target="https://www.itu.int/rec/R-REC-BT.601/">
         <front>
           <title>BT.601: Studio encoding parameters of digital television for
             standard 4:3 and wide screen 16:9 aspect ratios</title>
           <author>
             <organization>ITU</organization>
           </author>
           <date month="March" year="2011" />
         </front>
       </reference>

       <reference anchor="webp-lossless-src"
         target="https://chromium.googlesource.com/webm/libwebp/+/refs/heads/main/doc/webp-lossless-bitstream-spec.txt">
         <front>
           <title>WebP Lossless Bitstream Specification</title>
           <author initials="J." surname="Alakuijala"
             fullname="Jyrki Alakuijala">
             <organization>Google LLC</organization>
           </author>
           <date month="September" year="2014" />
         </front>
       </reference>

       <reference anchor="webp-riff-src"
         target="https://chromium.googlesource.com/webm/libwebp/+/refs/heads/main/doc/webp-container-spec.txt">
         <front>
           <title>WebP RIFF Container</title>
           <author>
             <organization>Google LLC</organization>
           </author>
           <date month="April" year="2018" />
         </front>
       </reference>
     </references>

     <references>
       <name>Informative References</name>
       <?rfc include="reference.RFC.2083.xml" ?>

       <reference anchor="crbug-security"
         target="https://bugs.chromium.org/p/webp/issues/list?q=label%3ASecurity">
         <front>
           <title>libwebp Security Issues</title>
           <author>
             <organization/>
           </author>
         </front>
       </reference>

       <reference anchor="cve.mitre.org-libwebp"
         target="https://cve.mitre.org/cgi-bin/cvekey.cgi?keyword=libwebp">
         <front>
           <title>libwebp CVE List</title>
           <author>
             <organization/>
           </author>
         </front>
       </reference>

       <reference anchor="Exif"
         target="https://www.cipa.jp/std/documents/e/DC-008-2012_E.pdf">
         <front>
           <title>Exchangeable image file format for digital still cameras:
             Exif Version 2.3</title>
           <author>
             <organization>Camera &amp; Imaging Products Association
               (CIPA), Japan Electronics and Information Technology
               Industries Association (JEITA)</organization>
           </author>
         </front>
       </reference>

       <reference anchor="gif-spec"
         target="https://www.w3.org/Graphics/GIF/spec-gif89a.txt">
         <front>
           <title>GIF89a Specification</title>
           <author>
             <organization/>
           </author>
         </front>
       </reference>

       <reference anchor="huffman">
         <front>
           <title>A Method for the Construction of Minimum Redundancy
             Codes</title>
           <seriesInfo name="Proceedings of the Institute of Radio Engineers"
             value="Number 9, pp. 1098-1101."/>
           <author initials="D. A." surname="Huffman">
             <organization/>
           </author>
           <date month="September" year="1952" />
         </front>
       </reference>

       <reference anchor="IANA-Media-Types"
         target="https://www.iana.org/assignments/media-types/media-types.xhtml">
         <front>
           <title>Media Types</title>
           <author>
             <organization>Internet Assigned Numbers Authority
               (IANA)</organization>
           </author>
         </front>
       </reference>

       <reference anchor="ICC"
         target="https://www.color.org/specification/ICC1v43_2010-12.pdf">
         <front>
           <title>ICC Specification</title>
           <author>
             <organization>International Color Consortium</organization>
           </author>
           <date month="December" year="2010"/>
         </front>
       </reference>

       <reference anchor="jpeg-spec"
         target="https://www.w3.org/Graphics/JPEG/itu-t81.pdf">
         <front>
           <title>JPEG Standard (JPEG ISO/IEC 10918-1 ITU-T Recommendation
             T.81)</title>
           <author>
             <organization/>
           </author>
         </front>
       </reference>

       <reference anchor="lz77">
         <front>
           <title>A Universal Algorithm for Sequential Data Compression</title>
           <seriesInfo name="IEEE Transactions on Information Theory"
             value="Vol. 23, No. 3, pp. 337-343."/>
           <author initials="J." surname="Ziv">
             <organization/>
           </author>
           <author initials="A." surname="Lempel">
             <organization/>
           </author>
           <date year="1977" month="May" />
         </front>
       </reference>

       <reference anchor="mwg"
         target="https://web.archive.org/web/20180919181934/http://www.metadataworkinggroup.org/pdf/mwg_guidance.pdf">
         <front>
           <title>Guidelines For Handling Image Metadata</title>
           <author>
             <organization>Metadata Working Group</organization>
           </author>
           <date month="November" year="2010"/>
         </front>
       </reference>

       <reference anchor="riff-spec"
         target="http://www-mmsp.ece.mcgill.ca/Documents/AudioFormats/WAVE/Docs/riffmci.pdf">
         <front>
           <title>Multimedia Programming Interface and Data Specifications
             1.0</title>
           <author>
             <organization/>
           </author>
         </front>
       </reference>

       <reference anchor="XMP"
         target="https://www.adobe.com/devnet/xmp.html">
         <front>
           <title>XMP Specification</title>
           <author>
             <organization>Adobe Inc.</organization>
           </author>
         </front>
       </reference>
     </references>
   </references>
   <!-- Change Log

v06 2022-01-07  JWZ   Embedded container & lossless encoding documentation
v05 2021-10-22  JWZ   Expanded Interop/Security based on last call feedback
v04 2021-10-02  JWZ   Added missing fields from rfc6838#section-5.6
v03 2021-09-22  JWZ   Set type to informational, updated format links
v02 2021-08-31  JWZ   Moved WebP references to Normative section
v01 2021-05-03  JWZ   Updated title, corrected Apple uniform type text
v00 2021-04-29  JWZ   Initial version
   -->
 </back>
</rfc>
