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Load mozjpeg codec and encode image #35
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@@ -4,6 +4,8 @@ | |||
"version": "0.0.0", | |||
"license": "apache-2.0", | |||
"scripts": { | |||
"build:mozjpeg_enc": "cd codecs/mozjpeg_enc && npm run build", | |||
"build:codecs": "npm run build:mozjpeg_enc", |
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@developit Currently I just have separate npm scripts to build all codecs and assume that these tasks have been run before building the app. WDYT? Do you have a better idea?
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TBH that seems fine to me, unless we think the codecs will be changed as frequently as app code. Otherwise it seems nice to keep those things separate and keep the builds fast. Are the results from these builds committed?
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Build-speed was the main argument for me as well. And yes, build-artifacts are not commited.
src/components/app/index.tsx
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this.setState({ img }); | ||
const bitmap = await createImageBitmap(fileInput.files[0]); | ||
const data = await this.getImageData(bitmap); | ||
const encoder = new MozJpegEncoder(); |
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The way it’s currently written, we should just be able to load these encoders in a worker and invoke encode
via Comlink/workerize.
codecs/mozjpeg_enc/mozjpeg_enc.d.ts
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@@ -0,0 +1 @@ | |||
export default function(opts: {}): EmscriptenWasm.Module; |
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Don't we need to give types to the options?
src/components/app/index.tsx
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// Draw image onto canvas | ||
const ctx = canvas.getContext('2d'); | ||
if (!ctx) { | ||
throw new Error("Could not create canvas contex"); |
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"context"
src/components/app/index.tsx
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private async getImageData(bitmap: ImageBitmap): Promise<ImageData> { | ||
// Make canvas same size as image | ||
const canvas = document.createElement('canvas'); | ||
[canvas.width, canvas.height] = [bitmap.width, bitmap.height]; |
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I still think this technique is smarter than it is good, and it'd be better as two lines. Happy to be overridden by @developit or @kosamari though.
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Nah, let’s keep it explicit. I don’t mind. I copy-pasted this from the example.html
that I copied from my article :3
src/components/app/index.tsx
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@@ -23,13 +25,31 @@ export default class App extends Component<Props, State> { | |||
} | |||
} | |||
|
|||
private async getImageData(bitmap: ImageBitmap): Promise<ImageData> { |
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This doesn't read/write any class state, so it'd be better as a function.
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Right, good call. I should probably start a imageutils
file or something. We are gonna write a lot more of these I reckon.
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Also, we should do this on the worker side if we can (will be fun to play with offscreen canvas)
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OffscreenCanvas
isn't stable anywhere tho.
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... could we build an "offthread" canvas with an iframe? Cc @developit
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I guess we should see how much jank it causes us first.
The iframe idea is interesting! OOPIFs are a thing now, so it could work. I wonder if transferrables lose some of their benefit when jumping across processes.
src/lib/codec-wrappers/codec.ts
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@@ -0,0 +1,7 @@ | |||
export interface Encoder { | |||
encode(data: ImageData): Promise<ArrayBuffer | SharedArrayBuffer>; |
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What causes the return type to be ArrayBuffer
or SharedArrayBuffer
?
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Also, if this going to be used by anything? Won't they all have different options?
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I did this because I thought it would be nice to have a consistent encode()
call and rather have a stateful encoder with individual calls to set options.
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I’ll re-check ArrayBuffer
vs SharedArrayBuffer
, but I think TS was complaining about something (and was, strictly speaking, correct).
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I did this because I thought it would be nice to have a consistent encode() call and rather have a stateful encoder with individual calls to set options.
Yeah, fair enough!
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Yeah, SharedArrayBuffer
was a left-over. I just removed it :)
return url; | ||
}, | ||
onRuntimeInitialized() { | ||
// This is a bug I discovered. To be filed. |
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More info on this.
@jakearchibald PTAL :) @developit still would really appreciate your input on the build system here. |
I'm happy with this, but since it involves build I'd like @developit to review & sign-off. |
Approved, since @developit didn't disapprove |
*/ | ||
export async function bitmapToImageData(bitmap: ImageBitmap): Promise<ImageData> { | ||
// Make canvas same size as image | ||
// TODO: Move this off-thread if possible with `OffscreenCanvas` or iFrames? |
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We could just cache this for now so it only runs when the source image changes. OffscreenCanvas is still behind a flag and iframe would have to be served from a different origin to have any benefit :(
Load mozjpeg codec and encode image
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Here we go! I am compressing an image with MozJPEG (with hardcoded quality set to 2%) and it works. Huzzah 🎉
I haven’t done WebP as I wanted to make sure the stuff I came up with are ok with y’all. So I’ll add that in a separate PR if you don’t mind once this lands.
Closes #25