pdf.js/src/core/image_resizer.js
2024-11-23 22:42:30 +01:00

538 lines
15 KiB
JavaScript

/* Copyright 2023 Mozilla Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import { FeatureTest, ImageKind, shadow, warn } from "../shared/util.js";
import { convertToRGBA } from "../shared/image_utils.js";
import { MAX_INT_32 } from "./core_utils.js";
const MIN_IMAGE_DIM = 2048;
// In Chrome, there aren't max dimensions but only a max area. So an image with
// a very large dimensions is acceptable but it probably doesn't hurt to reduce
// it when considering that it will finally rendered on a small canvas.
const MAX_IMAGE_DIM = 65537;
const MAX_ERROR = 128;
// Large images are encoded in using the BMP format (it's a way faster than
// encoding in PNG because there are no checksums to compute).
// Unfortunately, createImageBitmap will create a task in the main thread in
// order to build the bitmap, hence the main thread is blocked during the
// decoding which can be a bit long (see bug 1817244).
// When bug 1759728 is fixed we can remove the BMP workaround and at least it
// should be a way faster to create the bitmap.
class ImageResizer {
static #goodSquareLength = MIN_IMAGE_DIM;
static #isImageDecoderSupported = FeatureTest.isImageDecoderSupported;
constructor(imgData, isMask) {
this._imgData = imgData;
this._isMask = isMask;
}
static get canUseImageDecoder() {
return shadow(
this,
"canUseImageDecoder",
this.#isImageDecoderSupported
? ImageDecoder.isTypeSupported("image/bmp")
: Promise.resolve(false)
);
}
static needsToBeResized(width, height) {
if (width <= this.#goodSquareLength && height <= this.#goodSquareLength) {
return false;
}
const { MAX_DIM } = this;
if (width > MAX_DIM || height > MAX_DIM) {
return true;
}
const area = width * height;
if (this._hasMaxArea) {
return area > this.MAX_AREA;
}
if (area < this.#goodSquareLength ** 2) {
return false;
}
// We try as much as possible to avoid to compute the max area.
if (this._areGoodDims(width, height)) {
this.#goodSquareLength = Math.max(
this.#goodSquareLength,
Math.floor(Math.sqrt(width * height))
);
return false;
}
// TODO: the computation can be a bit long because we potentially allocate
// some large canvas, so in the Firefox case this value (and MAX_DIM) can be
// infered from prefs (MAX_AREA = gfx.max-alloc-size / 4, 4 is because of
// RGBA).
this.#goodSquareLength = this._guessMax(
this.#goodSquareLength,
MAX_DIM,
MAX_ERROR,
0
);
const maxArea = (this.MAX_AREA = this.#goodSquareLength ** 2);
return area > maxArea;
}
static get MAX_DIM() {
return shadow(
this,
"MAX_DIM",
this._guessMax(MIN_IMAGE_DIM, MAX_IMAGE_DIM, 0, 1)
);
}
static get MAX_AREA() {
this._hasMaxArea = true;
return shadow(
this,
"MAX_AREA",
this._guessMax(this.#goodSquareLength, this.MAX_DIM, MAX_ERROR, 0) ** 2
);
}
static set MAX_AREA(area) {
if (area >= 0) {
this._hasMaxArea = true;
shadow(this, "MAX_AREA", area);
}
}
static setOptions({
canvasMaxAreaInBytes = -1,
isImageDecoderSupported = false,
}) {
if (!this._hasMaxArea) {
// Divide by 4 to have the value in pixels.
this.MAX_AREA = canvasMaxAreaInBytes >> 2;
}
this.#isImageDecoderSupported = isImageDecoderSupported;
}
static _areGoodDims(width, height) {
try {
// This code is working in either Firefox or Chrome.
// There is a faster solution using transferToImageBitmap which is faster
// in Firefox (when the dimensions are wrong the resulting bitmap has its
// dimensions equal to 1) but it doesn't find the correct values in
// Chrome.
const canvas = new OffscreenCanvas(width, height);
const ctx = canvas.getContext("2d");
ctx.fillRect(0, 0, 1, 1);
const opacity = ctx.getImageData(0, 0, 1, 1).data[3];
canvas.width = canvas.height = 1;
return opacity !== 0;
} catch {
return false;
}
}
static _guessMax(start, end, tolerance, defaultHeight) {
// We don't really need to have exact values.
// When we're here then we're in a corner case: we've a very large image.
// So we could potentially downscale an image which fits in the canvas,
// it's maybe a pity in term of perfs but we'll reduce the memory use.
// The tolerance is the acceptable error we can make on the limit we want.
// On Chrome, when the tolerance 0 then it can take ~5s to compute the max
// area... and having a tolerance of 128 divides the time by 2.
while (start + tolerance + 1 < end) {
const middle = Math.floor((start + end) / 2);
const height = defaultHeight || middle;
if (this._areGoodDims(middle, height)) {
start = middle;
} else {
end = middle;
}
}
return start;
}
static async createImage(imgData, isMask = false) {
return new ImageResizer(imgData, isMask)._createImage();
}
async _createImage() {
const { _imgData: imgData } = this;
const { width, height } = imgData;
if (width * height * 4 > MAX_INT_32) {
// The resulting RGBA image is too large.
// We just rescale the data.
const result = this.#rescaleImageData();
if (result) {
return result;
}
}
const data = this._encodeBMP();
let decoder, imagePromise;
if (await ImageResizer.canUseImageDecoder) {
decoder = new ImageDecoder({
data,
type: "image/bmp",
preferAnimation: false,
transfer: [data.buffer],
});
imagePromise = decoder
.decode()
.catch(reason => {
warn(`BMP image decoding failed: ${reason}`);
// It's a bit unfortunate to create the BMP twice but we shouldn't be
// here in the first place.
return createImageBitmap(
new Blob([this._encodeBMP().buffer], {
type: "image/bmp",
})
);
})
.finally(() => {
decoder.close();
});
} else {
imagePromise = createImageBitmap(
new Blob([data.buffer], {
type: "image/bmp",
})
);
}
const { MAX_AREA, MAX_DIM } = ImageResizer;
const minFactor = Math.max(
width / MAX_DIM,
height / MAX_DIM,
Math.sqrt((width * height) / MAX_AREA)
);
const firstFactor = Math.max(minFactor, 2);
// Add 1 to the ratio and round it with 1 digit.
// We add 1.25 in order to have a final image under the limits
// (and not just at the limits) to reduce memory use.
const factor = Math.round(10 * (minFactor + 1.25)) / 10 / firstFactor;
const N = Math.floor(Math.log2(factor));
const steps = new Array(N + 2).fill(2);
steps[0] = firstFactor;
steps.splice(-1, 1, factor / (1 << N));
let newWidth = width;
let newHeight = height;
const result = await imagePromise;
let bitmap = result.image || result;
for (const step of steps) {
const prevWidth = newWidth;
const prevHeight = newHeight;
// See bug 1820511 (Windows specific bug).
// TODO: once the above bug is fixed we could revert to:
// newWidth = Math.floor(newWidth / 2);
newWidth = Math.floor(newWidth / step) - 1;
newHeight = Math.floor(newHeight / step) - 1;
const canvas = new OffscreenCanvas(newWidth, newHeight);
const ctx = canvas.getContext("2d");
ctx.drawImage(
bitmap,
0,
0,
prevWidth,
prevHeight,
0,
0,
newWidth,
newHeight
);
// Release the resources associated with the bitmap.
bitmap.close();
bitmap = canvas.transferToImageBitmap();
}
imgData.data = null;
imgData.bitmap = bitmap;
imgData.width = newWidth;
imgData.height = newHeight;
return imgData;
}
#rescaleImageData() {
const { _imgData: imgData } = this;
const { data, width, height, kind } = imgData;
const rgbaSize = width * height * 4;
// K is such as width * height * 4 / 2 ** K <= 2 ** 31 - 1
const K = Math.ceil(Math.log2(rgbaSize / MAX_INT_32));
const newWidth = width >> K;
const newHeight = height >> K;
let rgbaData;
let maxHeight = height;
// We try to allocate the buffer with the maximum size but it can fail.
try {
rgbaData = new Uint8Array(rgbaSize);
} catch {
// n is such as 2 ** n - 1 > width * height * 4
let n = Math.floor(Math.log2(rgbaSize + 1));
while (true) {
try {
rgbaData = new Uint8Array(2 ** n - 1);
break;
} catch {
n -= 1;
}
}
maxHeight = Math.floor((2 ** n - 1) / (width * 4));
const newSize = width * maxHeight * 4;
if (newSize < rgbaData.length) {
rgbaData = new Uint8Array(newSize);
}
}
const src32 = new Uint32Array(rgbaData.buffer);
const dest32 = new Uint32Array(newWidth * newHeight);
let srcPos = 0;
let newIndex = 0;
const step = Math.ceil(height / maxHeight);
const remainder = height % maxHeight === 0 ? height : height % maxHeight;
for (let k = 0; k < step; k++) {
const h = k < step - 1 ? maxHeight : remainder;
({ srcPos } = convertToRGBA({
kind,
src: data,
dest: src32,
width,
height: h,
inverseDecode: this._isMask,
srcPos,
}));
for (let i = 0, ii = h >> K; i < ii; i++) {
const buf = src32.subarray((i << K) * width);
for (let j = 0; j < newWidth; j++) {
dest32[newIndex++] = buf[j << K];
}
}
}
if (ImageResizer.needsToBeResized(newWidth, newHeight)) {
imgData.data = dest32;
imgData.width = newWidth;
imgData.height = newHeight;
imgData.kind = ImageKind.RGBA_32BPP;
return null;
}
const canvas = new OffscreenCanvas(newWidth, newHeight);
const ctx = canvas.getContext("2d", { willReadFrequently: true });
ctx.putImageData(
new ImageData(new Uint8ClampedArray(dest32.buffer), newWidth, newHeight),
0,
0
);
imgData.data = null;
imgData.bitmap = canvas.transferToImageBitmap();
imgData.width = newWidth;
imgData.height = newHeight;
return imgData;
}
_encodeBMP() {
const { width, height, kind } = this._imgData;
let data = this._imgData.data;
let bitPerPixel;
let colorTable = new Uint8Array(0);
let maskTable = colorTable;
let compression = 0;
// Each row of the image must be padded in order to have a final size which
// is a multiple of 4.
switch (kind) {
case ImageKind.GRAYSCALE_1BPP: {
bitPerPixel = 1;
colorTable = new Uint8Array(
this._isMask
? [255, 255, 255, 255, 0, 0, 0, 0]
: [0, 0, 0, 0, 255, 255, 255, 255]
);
const rowLen = (width + 7) >> 3;
const rowSize = (rowLen + 3) & -4;
if (rowLen !== rowSize) {
const newData = new Uint8Array(rowSize * height);
let k = 0;
for (
let i = 0, ii = height * rowLen;
i < ii;
i += rowLen, k += rowSize
) {
newData.set(data.subarray(i, i + rowLen), k);
}
data = newData;
}
break;
}
case ImageKind.RGB_24BPP: {
bitPerPixel = 24;
if (width & 3) {
const rowLen = 3 * width;
const rowSize = (rowLen + 3) & -4;
const extraLen = rowSize - rowLen;
const newData = new Uint8Array(rowSize * height);
let k = 0;
for (let i = 0, ii = height * rowLen; i < ii; i += rowLen) {
const row = data.subarray(i, i + rowLen);
for (let j = 0; j < rowLen; j += 3) {
newData[k++] = row[j + 2];
newData[k++] = row[j + 1];
newData[k++] = row[j];
}
k += extraLen;
}
data = newData;
} else {
for (let i = 0, ii = data.length; i < ii; i += 3) {
// Just swap R and B.
const tmp = data[i];
data[i] = data[i + 2];
data[i + 2] = tmp;
}
}
break;
}
case ImageKind.RGBA_32BPP:
bitPerPixel = 32;
compression = 3;
maskTable = new Uint8Array(
4 /* R mask */ +
4 /* G mask */ +
4 /* B mask */ +
4 /* A mask */ +
52 /* Windows color space stuff */
);
const view = new DataView(maskTable.buffer);
if (FeatureTest.isLittleEndian) {
view.setUint32(0, 0x000000ff, true);
view.setUint32(4, 0x0000ff00, true);
view.setUint32(8, 0x00ff0000, true);
view.setUint32(12, 0xff000000, true);
} else {
view.setUint32(0, 0xff000000, true);
view.setUint32(4, 0x00ff0000, true);
view.setUint32(8, 0x0000ff00, true);
view.setUint32(12, 0x000000ff, true);
}
break;
default:
throw new Error("invalid format");
}
let i = 0;
const headerLength = 40 + maskTable.length;
const fileLength = 14 + headerLength + colorTable.length + data.length;
const bmpData = new Uint8Array(fileLength);
const view = new DataView(bmpData.buffer);
// Signature.
view.setUint16(i, 0x4d42, true);
i += 2;
// File size.
view.setUint32(i, fileLength, true);
i += 4;
// Reserved.
view.setUint32(i, 0, true);
i += 4;
// Data offset.
view.setUint32(i, 14 + headerLength + colorTable.length, true);
i += 4;
// Header size.
view.setUint32(i, headerLength, true);
i += 4;
// Width.
view.setInt32(i, width, true);
i += 4;
// Height.
// Negative height indicates that the image is stored from top to bottom.
view.setInt32(i, -height, true);
i += 4;
// Number of planes (must be 1).
view.setUint16(i, 1, true);
i += 2;
// Number of bit per pixel.
view.setUint16(i, bitPerPixel, true);
i += 2;
// Compression method.
view.setUint32(i, compression, true);
i += 4;
// The image size.
view.setUint32(i, 0, true);
i += 4;
// Horizontal resolution.
view.setInt32(i, 0, true);
i += 4;
// Vertical resolution.
view.setInt32(i, 0, true);
i += 4;
// Number of colors in the palette (0 to default).
view.setUint32(i, colorTable.length / 4, true);
i += 4;
// Number of important colors used (0 to default).
view.setUint32(i, 0, true);
i += 4;
bmpData.set(maskTable, i);
i += maskTable.length;
bmpData.set(colorTable, i);
i += colorTable.length;
bmpData.set(data, i);
return bmpData;
}
}
export { ImageResizer };