# ImageDecoder API Date Updated: June 16, 2020 ## Summary and Links The [ImageDecoder API](https://github.com/dalecurtis/image-decoder-api/blob/master/explainer.md) handles decoding of both still and animated images. Similar to the larger [web codecs](https://github.com/WICG/web-codecs/blob/master/explainer.md) proposal which is focused more on video and audio. The ImageDecoder API could be used with `CanvasKit.MakeImageFromCanvasImageSource` for creating CanvasKit compatible `SkImage`s. For still images, the `createImageBitmap(blob)` API achieves the same result. - [Explainer](https://github.com/dalecurtis/image-decoder-api/blob/master/explainer.md) - [Prototype](https://chromium-review.googlesource.com/c/chromium/src/+/2145133) - [Discourse](https://discourse.wicg.io/t/proposal-imagedecoder-api-extension-for-webcodecs/4418) Currently available as a prototype behind the `--enable-blink-features=WebCodecs` flag in Chrome Canary, works in version 85.0.4175.0. ## Running the prototype 1. Download and install [Chrome Canary](https://www.google.com/chrome/canary/). Verify that you have version 85.0.4175.0 or later. 2. Close ALL open instances of chromium browsers, including chrome. 2. Run Chrome Canary with the `--enable-blink-features=WebCodecs` flag. **MacOS**: Run `/applications/Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary --enable-blink-features=WebCodecs` **Windows, Linux**: [https://www.chromium.org/developers/how-tos/run-chromium-with-flags](https://www.chromium.org/developers/how-tos/run-chromium-with-flags) 3. Navigate to: [http://storage.googleapis.com/dalecurtis/test-gif.html?src=giphy.gif](http://storage.googleapis.com/dalecurtis/test-gif.html?src=giphy.gif) 4. You should see a cute animated cat illustration. ## Example API Usage with CanvasKit With a still image: ```jsx const response = await fetch(stillImageUrl); // e.g. png or jpeg const data = await response.arrayBuffer(); const imageDecoder = new ImageDecoder({ data }); const imageBitmap = await imageDecoder.decode(); const skImage = CanvasKit.MakeImageFromCanvasImageSource(imageBitmap); // do something with skImage, such as drawing it ``` With an animated image: ```jsx const response = await fetch(animatedImageUrl); // e.g. gif or mjpeg const data = await response.arrayBuffer(); const imageDecoder = new ImageDecoder({ data }); for (let frame = 0; frame < imageDecoder.frameCount; frame++) { const imageBitmap = await imageDecoder.decode(frame); const skImage = CanvasKit.MakeImageFromCanvasImageSource(imageBitmap); // do something with skImage, such as drawing it } ```