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# WebP JavaScript decoder
```
__ __ ____ ____ ____ __ ____
/ \\/ \ _ \ _ \ _ \ (__)/ __\
\ / __/ _ \ __/ _) \_ \
\__\__/_____/____/_/ /____/____/
```
This file describes the compilation of libwebp into a JavaScript decoder using
Emscripten and CMake.
- install the Emscripten SDK following the procedure described at:
https://emscripten.org/docs/getting_started/downloads.html#installation-instructions-using-the-emsdk-recommended
After installation, you should have some global variable positioned to the
location of the SDK. In particular, $EMSDK should point to the top-level
directory containing Emscripten tools.
- configure the project 'WEBP_JS' with CMake using:
```shell
cd webp_js && \
emcmake cmake -DWEBP_BUILD_WEBP_JS=ON \
../
```
- compile webp.js using 'emmake make'.
- that's it! Upon completion, you should have the 'webp.js', 'webp.js.mem',
'webp_wasm.js' and 'webp_wasm.wasm' files generated.
The callable JavaScript function is WebPToSDL(), which decodes a raw WebP
bitstream into a canvas. See webp_js/index.html for a simple usage sample (see
below for instructions).
## Demo HTML page
The HTML page webp_js/index.html requires the built files 'webp.js' and
'webp.js.mem' to be copied to webp_js/. An HTTP server to serve the WebP image
example is also needed. With Python, just run:
```shell
cd webp_js && python3 -m http.server 8080
```
and then navigate to http://localhost:8080 in your favorite browser.
## Web-Assembly (WASM) version:
CMakeLists.txt is configured to build the WASM version when using the option
WEBP_BUILD_WEBP_JS=ON. The compilation step will assemble the files
'webp_wasm.js' and 'webp_wasm.wasm' that you then need to copy to the webp_js/
directory.
See webp_js/index_wasm.html for a simple demo page using the WASM version of the
library.
You will need a fairly recent version of Emscripten (at least 2.0.18,
latest-upstream is recommended) and of your WASM-enabled browser to run this
version.
## Caveats
- First decoding using the library is usually slower, due to just-in-time
compilation.
- Some versions of llvm produce the following compile error when SSE2 is
enabled.
```
"Unsupported: %516 = bitcast <8 x i16> %481 to i128
LLVM ERROR: BitCast Instruction not yet supported for integer types larger than 64 bits"
```
The corresponding Emscripten bug is at:
https://github.com/kripken/emscripten/issues/3788
Therefore, SSE2 optimization is currently disabled in CMakeLists.txt.
- If WEBP_ENABLE_SIMD is set to 1 the JavaScript version (webp.js) will be
disabled as wasm2js does not support SIMD.

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>simple Javascript WebP decoding demo</title>
<script type="text/javascript">
var Module = {
noInitialRun : true
};
</script>
<script type="text/javascript" src="./webp.js"></script>
<script type="text/javascript">
'use strict';
// main wrapper for the function decoding a WebP into a canvas object
var WebpToCanvas;
function init() {
WebpToCanvas = Module.cwrap('WebPToSDL', 'number', ['array', 'number']);
}
window.onload = init;
function decode(webp_data, canvas_id) {
// get the canvas to decode into
var canvas = document.getElementById(canvas_id);
if (canvas == null) return;
// clear previous picture (if any)
Module.canvas = canvas;
canvas.getContext('2d').clearRect(0, 0, canvas.width, canvas.height);
// decode and measure timing
var start = new Date();
var ret = WebpToCanvas(webp_data, webp_data.length);
var end = new Date();
var speed_result = document.getElementById('timing');
// display timing result
if (speed_result != null) {
var decode_time = end - start;
speed_result.innerHTML = '<p>decoding time: ' + decode_time +' ms.</p>';
}
}
function loadfile(filename, canvas_id) {
var xhr = new XMLHttpRequest();
xhr.open('GET', filename);
xhr.responseType = 'arraybuffer';
xhr.onreadystatechange = function() {
if (xhr.readyState == 4 && xhr.status == 200) {
var webp_data = new Uint8Array(xhr.response);
decode(webp_data, canvas_id);
}
};
xhr.send();
}
</script>
</head>
<body>
<p>
<strong>WebP in JavaScript demo</strong> -
</p>
<p>
WebP decoder in JavaScript, using libwebp compiled with
<a href="https://github.com/kripken/emscripten/wiki">Emscripten</a>.
</p>
<p id="image_buttons">
<input type="button" value="test image!" name="./test_webp_js.webp"
onclick="loadfile(this.name, 'output_canvas')">
</p>
<p id="timing">Timing: N/A</p>
<canvas id="output_canvas">Your browser does not support canvas</canvas>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>simple Javascript WebP decoding demo, using Web-Assembly (WASM)</title>
<script type="text/javascript">
var Module = {
noInitialRun : true
};
</script>
<script type="text/javascript">
'use strict';
// main wrapper for the function decoding a WebP into a canvas object
var WebpToCanvas;
function init() {
var xhr = new XMLHttpRequest();
xhr.open('GET', 'webp_wasm.wasm', true);
xhr.responseType = 'arraybuffer';
xhr.onload = function() {
Module.wasmBinary = xhr.response;
var script = document.createElement('script');
script.src = "webp_wasm.js";
document.body.appendChild(script);
};
xhr.send(null);
}
window.onload = init;
function decode(webp_data, canvas_id) {
var result;
if (Module["asm"] != undefined) {
// wrapper for the function decoding a WebP into a canvas object
WebpToCanvas = Module.cwrap('WebPToSDL', 'number', ['array', 'number']);
// get the canvas to decode into
var canvas = document.getElementById(canvas_id);
if (canvas == null) return;
// clear previous picture (if any)
Module.canvas = canvas;
canvas.getContext('2d').clearRect(0, 0, canvas.width, canvas.height);
// decode and measure timing
var start = new Date();
var ret = WebpToCanvas(webp_data, webp_data.length);
var end = new Date();
var decode_time = end - start;
result = 'decoding time: ' + decode_time +' ms.';
} else {
result = "WASM module not finished loading! Please retry";
}
// display timing result
var speed_result = document.getElementById('timing');
if (speed_result != null) {
speed_result.innerHTML = '<p>'+ result + '</p>';
}
}
function loadfile(filename, canvas_id) {
var xhr = new XMLHttpRequest();
xhr.open('GET', filename);
xhr.responseType = 'arraybuffer';
xhr.onreadystatechange = function() {
if (xhr.readyState == 4 && xhr.status == 200) {
var webp_data = new Uint8Array(xhr.response);
decode(webp_data, canvas_id);
}
};
xhr.send();
}
</script>
</head>
<body>
<p>
<strong>WebP demo using Web-Assembly</strong> -
</p>
<p>
WASM version of the WebP decoder, using libwebp compiled with
<a href="https://github.com/kripken/emscripten/wiki">Emscripten</a>.
</p>
<p id="image_buttons">
<input type="button" value="test image!"
onclick="loadfile('./test_webp_wasm.webp', 'output_canvas')">
</p>
<p id="timing">Timing: N/A</p>
<canvas id="output_canvas">Your browser does not support canvas</canvas>
</body>
</html>

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