When trying to figure out the correct implementation, we now have a very
strong distinction on plugins that are well suited for sniffing, and
plugins that need a MIME type to be chosen.
Instead of having multiple calls to non-static virtual sniff methods for
each Image decoding plugin, we have 2 static methods for each
implementation:
1. The sniff method, which in contrast to the old method, gets a
ReadonlyBytes parameter and ensures we can figure out the result
with zero heap allocations for most implementations.
2. The create method, which just creates a new instance so we don't
expose the constructor to everyone anymore.
In addition to that, we have a new virtual method called initialize,
which has a per-implementation initialization pattern to actually ensure
each implementation can construct a decoder object, and then have a
correct context being applied to it for the actual decoding.
RLE is an old technique being used for decades, as is known as
Run-Length-Encoding, which means that for repeating sequence of bytes,
we keep an indicator for the length of the sequence and only one sample
of it, to save storage space.
GIMP can generate lossless-compressed TGA images, with RLE compression
being used. It means that for a compressed image, the data is no longer
arranged in sequence of pixels, but a sequence of pixel packets.
There are two possible pixel packets:
- RLE packets, which are encoded with one byte for indicating the
run-length and another one pixel (3 bytes for TrueColor pixel), so
essentially in runtime, the TGA decoder will use the length to plot
the same pixel in multiple pixels of the output pixel bitmap.
- Raw packets, which are encoded with one byte as indicator for the
length of the whole pixel sequence and N-length pixel sequence
afterwards.
This is not used for any sort of compression by the TGA format, but
still needed to be supported for full compatibility with TGA images
that uses the RLE compression.
GIMP allows a user to export a TGA image with either of these possible
orientations, so we can easily support it by looking at the X origin and
Y origin values to determine where to put the pixels in the bitmap.