WebP-JS: emscripten-based Javascript decoder
The build is based on CMake. There is a demo HTML page under webp_js/index.html See README.webp_js file. BUG=webp:261 Change-Id: I6612378b89907efd7b863720c6becf98385fc406
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@ -8,9 +8,14 @@ option(WEBP_BUILD_CWEBP "Build the cwebp command line tool." OFF)
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option(WEBP_BUILD_DWEBP "Build the dwebp command line tool." OFF)
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option(WEBP_BUILD_GIF2WEBP "Build the gif2webp conversion tool." OFF)
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option(WEBP_BUILD_IMG2WEBP "Build the img2webp animation tool." OFF)
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option(WEBP_BUILD_WEBP_JS "Emscripten build of webp.js." OFF)
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option(WEBP_EXPERIMENTAL_FEATURES "Build with experimental features." OFF)
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option(WEBP_ENABLE_SWAP_16BIT_CSP "Enable byte swap for 16 bit colorspaces." OFF)
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if(WEBP_BUILD_WEBP_JS)
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set(WEBP_ENABLE_SIMD OFF)
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endif()
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set(WEBP_DEP_LIBRARIES)
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set(WEBP_DEP_INCLUDE_DIRS)
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@ -135,7 +140,7 @@ endforeach()
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# Build the executables if asked for.
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if(WEBP_BUILD_CWEBP OR WEBP_BUILD_DWEBP OR
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WEBP_BUILD_GIF2WEBP OR WEBP_BUILD_IMG2WEBP)
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WEBP_BUILD_GIF2WEBP OR WEBP_BUILD_IMG2WEBP OR WEBP_BUILD_WEBP_JS)
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# Example utility library.
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parse_Makefile_am(${CMAKE_CURRENT_SOURCE_DIR}/examples "EXAMPLEUTIL_SRCS"
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"example_util_[^ ]*")
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@ -204,3 +209,14 @@ if(WEBP_BUILD_IMG2WEBP)
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add_executable(img2webp ${IMG2WEBP_SRCS})
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target_link_libraries(img2webp exampleutil imagedec imageioutil webp webpmux)
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endif()
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if(WEBP_BUILD_WEBP_JS)
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add_executable(webp_js
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${CMAKE_CURRENT_SOURCE_DIR}/extras/webp_to_sdl.c)
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target_link_libraries(webp_js webpdecoder SDL)
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set_target_properties(webp_js PROPERTIES LINK_FLAGS
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"-s EXPORTED_FUNCTIONS='[\"_WebpToSDL\"]' -s INVOKE_RUN=0")
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set_target_properties(webp_js PROPERTIES OUTPUT_NAME webp)
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target_compile_definitions(webp_js PUBLIC EMSCRIPTEN WEBP_HAVE_SDL)
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target_compile_definitions(webpdecoder PUBLIC EMSCRIPTEN)
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endif()
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63
README.webp_js
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63
README.webp_js
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@ -0,0 +1,63 @@
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__ __ ____ ____ ____ __ ____
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/ \\/ \ _ \ _ \ _ \ (__)/ __\
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\ / __/ _ \ __/ _) \_ \
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\__\__/_____/____/_/ /____/____/
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Description:
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============
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This file describes the compilation of libwebp into a JavaScript decoder
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using Emscripten and CMake.
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- install the Emscripten SDK following the procedure described at:
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https://kripken.github.io/emscripten-site/docs/getting_started/downloads.html
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After installation, you should have some global variable positioned to the
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location of the SDK. In particular, $EMSCRIPTEN should point to the
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top-level directory containing Emscripten tools.
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- make sure the file $EMSCRIPTEN/cmake/Modules/Platform/Emscripten.cmake is
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accessible. This is the toolchain file used by CMake to invoke Emscripten.
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- configure the project 'WEBP_JS' with CMake using:
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cd webp_js && \
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cmake -DWEBP_BUILD_WEBP_JS=ON \
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-DEMSCRIPTEN_GENERATE_BITCODE_STATIC_LIBRARIES=1 \
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-DCMAKE_TOOLCHAIN_FILE=$EMSCRIPTEN/cmake/Modules/Platform/Emscripten.cmake \
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../
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- compile webp.js using 'make'.
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- that's it! Upon completion, you should have the webp.js and
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webp.js.mem files generated.
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The callable JavaScript function is WebPToSDL(), which decodes a raw WebP
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bitstream into a canvas. See webp_js/index.html for a simple usage sample.
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Demo HTML page:
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===============
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The HTML page webp_js/index.html requires an HTTP server to serve the WebP
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image example. It's easy to just use Python for that.
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cd webp_js && python -m SimpleHTTPServer 8080
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and then navigate to http://localhost:8080 in your favorite browser.
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Caveat:
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=======
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- First decoding using the library is usually slower, due to just-in-time
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compilation.
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- Some versions of llvm produce the following compile error when SSE2 is
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enabled.
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"Unsupported: %516 = bitcast <8 x i16> %481 to i128
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LLVM ERROR: BitCast Instruction not yet supported for integer types larger than 64 bits"
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The corresponding Emscripten bug is at:
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https://github.com/kripken/emscripten/issues/3788
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Therefore, SSE2 optimization is currently disabled in CMakeLists.txt.
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69
webp_js/index.html
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webp_js/index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>simple Javascript WebP decoding demo</title>
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<script type="text/javascript">
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var Module = {
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noInitialRun : true
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};
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</script>
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<script type="text/javascript" src="./webp.js"></script>
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<script type="text/javascript">
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// main wrapper for the function decoding a WebP into a canvas object
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var WebpToCanvas;
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function init() {
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WebpToCanvas = Module.cwrap('WebpToSDL', 'number', ['array', 'number']);
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}
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function decode(webp_data, canvas_id) {
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// get the canvas to decode into
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Module.canvas = document.getElementById(canvas_id);
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if (Module.canvas == null) return;
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// decode and measure timing
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start = new Date();
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var ret = WebpToCanvas(webp_data, webp_data.length);
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end = new Date();
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speed_result = document.getElementById('timing');
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// display timing result
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if (speed_result != null) {
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var decode_time = end - start;
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speed_result.innerHTML = '<p>decoding time: ' + decode_time +' ms.</p>';
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}
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}
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function loadfile(filename, canvas_id) {
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var xhr = new XMLHttpRequest();
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xhr.open('GET', filename);
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xhr.responseType = 'arraybuffer';
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xhr.onreadystatechange = function() {
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if (xhr.readyState == 4 && xhr.status == 200) {
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var webp_data = new Uint8Array(xhr.response);
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decode(webp_data, canvas_id);
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}
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};
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xhr.send();
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}
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</script>
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</head>
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<body onload='init()'>
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<p>
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<strong>WebP in JavaScript demo</strong> -
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</p>
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<p>
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WebP decoder in JavaScript, using libwebp compiled with
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<a href="https://github.com/kripken/emscripten/wiki">Emscripten</a>.
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</p>
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<p id="image_buttons">
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<input type="button" value="test image!" name="./test_webp_js.webp"
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onclick="loadfile(this.name, 'output_canvas')">
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</p>
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<p id="timing">Timing: N/A</p>
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<canvas id="output_canvas">Your browser does not support canvas</canvas>
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</body>
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</html>
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BIN
webp_js/test_webp_js.webp
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BIN
webp_js/test_webp_js.webp
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