jassub
Version:
The Fastest JavaScript SSA/ASS Subtitle Renderer For Browsers
455 lines (365 loc) • 15.5 kB
text/typescript
// fallback for browsers that don't support WebGL2
import { colorMatrixConversionMap, IDENTITY_MATRIX, IS_FIREFOX, SHOULD_REFERENCE_MEMORY, type ASSImage } from '../util.ts'
declare const self: DedicatedWorkerGlobalScope &
typeof globalThis & {
HEAPU8RAW: Uint8Array<ArrayBuffer>
WASMMEMORY: WebAssembly.Memory
}
// GLSL ES 3.0 Vertex Shader with Instancing
const VERTEX_SHADER = /* glsl */`#version 300 es
precision mediump float;
const vec2 QUAD_POSITIONS[6] = vec2[6](
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0),
vec2(0.0, 1.0)
);
uniform vec2 u_resolution;
// Instance attributes
in vec4 a_destRect; // x, y, w, h
in vec4 a_color; // r, g, b, a
in float a_texLayer;
flat out vec2 v_destXY;
flat out vec4 v_color;
flat out vec2 v_texSize;
flat out float v_texLayer;
void main() {
vec2 quadPos = QUAD_POSITIONS[gl_VertexID];
vec2 pixelPos = a_destRect.xy + quadPos * a_destRect.zw;
vec2 clipPos = (pixelPos / u_resolution) * 2.0 - 1.0;
clipPos.y = -clipPos.y;
gl_Position = vec4(clipPos, 0.0, 1.0);
v_destXY = a_destRect.xy;
v_color = a_color;
v_texSize = a_destRect.zw;
v_texLayer = a_texLayer;
}
`
// GLSL ES 3.0 Fragment Shader - use texelFetch for pixel-perfect sampling
const FRAGMENT_SHADER = /* glsl */`#version 300 es
precision mediump float;
precision mediump sampler2DArray;
uniform sampler2DArray u_texArray;
uniform mat3 u_colorMatrix;
uniform vec2 u_resolution;
flat in vec2 v_destXY;
flat in vec4 v_color;
flat in vec2 v_texSize;
flat in float v_texLayer;
out vec4 fragColor;
void main() {
// Flip Y: WebGL's gl_FragCoord.y is 0 at bottom, but destXY.y is from top
vec2 fragPos = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y);
// Calculate local position within the quad (screen coords)
vec2 localPos = fragPos - v_destXY;
// Convert to integer texel coordinates for texelFetch
ivec2 texCoord = ivec2(floor(localPos));
// Bounds check (prevents out-of-bounds access)
ivec2 texSizeI = ivec2(v_texSize);
if (texCoord.x < 0 || texCoord.y < 0 || texCoord.x >= texSizeI.x || texCoord.y >= texSizeI.y) {
discard;
}
// texelFetch: integer coords, no interpolation, no precision issues
float mask = texelFetch(u_texArray, ivec3(texCoord, int(v_texLayer)), 0).r;
// Apply color matrix conversion (identity if no conversion needed)
vec3 correctedColor = u_colorMatrix * v_color.rgb;
// libass color alpha: 0 = opaque, 255 = transparent (inverted)
float colorAlpha = 1.0 - v_color.a;
// Final alpha = colorAlpha * mask
float a = colorAlpha * mask;
// Premultiplied alpha output
fragColor = vec4(correctedColor * a, a);
}
`
// Texture array configuration
const TEX_ARRAY_SIZE = 64 // Fixed layer count
const TEX_INITIAL_SIZE = 256 // Initial width/height
const MAX_INSTANCES = 256 // Maximum instances per draw call
export class WebGL2Renderer {
canvas: OffscreenCanvas | null = null
gl: WebGL2RenderingContext | null = null
program: WebGLProgram | null = null
vao: WebGLVertexArrayObject | null = null
// Uniform locations
u_resolution: WebGLUniformLocation | null = null
u_texArray: WebGLUniformLocation | null = null
u_colorMatrix: WebGLUniformLocation | null = null
// Instance attribute buffers
instanceDestRectBuffer: WebGLBuffer | null = null
instanceColorBuffer: WebGLBuffer | null = null
instanceTexLayerBuffer: WebGLBuffer | null = null
// Instance data arrays
instanceDestRectData: Float32Array
instanceColorData: Float32Array
instanceTexLayerData: Float32Array
texArray: WebGLTexture | null = null
texArrayWidth = 0
texArrayHeight = 0
colorMatrix: Float32Array = IDENTITY_MATRIX
constructor () {
this.instanceDestRectData = new Float32Array(MAX_INSTANCES * 4)
this.instanceColorData = new Float32Array(MAX_INSTANCES * 4)
this.instanceTexLayerData = new Float32Array(MAX_INSTANCES)
}
_scheduledResize?: { width: number, height: number }
resizeCanvas (width: number, height: number) {
// WebGL2 doesn't allow 0-sized canvases
if (width <= 0 || height <= 0) return
this._scheduledResize = { width, height }
}
setCanvas (canvas: OffscreenCanvas) {
this.canvas = canvas
this.gl = canvas.getContext('webgl2', {
alpha: true,
premultipliedAlpha: true,
antialias: false,
depth: false,
preserveDrawingBuffer: false,
stencil: false,
desynchronized: true,
powerPreference: 'high-performance'
})
if (!this.gl) {
throw new Error('Could not get WebGL2 context')
}
// Create shaders
const vertexShader = this.createShader(this.gl.VERTEX_SHADER, VERTEX_SHADER)
const fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, FRAGMENT_SHADER)
if (!vertexShader || !fragmentShader) {
throw new Error('Failed to create shaders')
}
// Create program
this.program = this.gl.createProgram()
this.gl.attachShader(this.program, vertexShader)
this.gl.attachShader(this.program, fragmentShader)
this.gl.linkProgram(this.program)
if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {
const info = this.gl.getProgramInfoLog(this.program)
throw new Error('Failed to link program: ' + info)
}
this.gl.deleteShader(vertexShader)
this.gl.deleteShader(fragmentShader)
// Get uniform locations
this.u_resolution = this.gl.getUniformLocation(this.program, 'u_resolution')
this.u_texArray = this.gl.getUniformLocation(this.program, 'u_texArray')
this.u_colorMatrix = this.gl.getUniformLocation(this.program, 'u_colorMatrix')
// Create instance attribute buffers
this.instanceDestRectBuffer = this.gl.createBuffer()
this.instanceColorBuffer = this.gl.createBuffer()
this.instanceTexLayerBuffer = this.gl.createBuffer()
// Create a VAO (required for WebGL2)
this.vao = this.gl.createVertexArray()
this.gl.bindVertexArray(this.vao)
// Setup instance attributes
const destRectLoc = this.gl.getAttribLocation(this.program, 'a_destRect')
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.instanceDestRectBuffer)
this.gl.enableVertexAttribArray(destRectLoc)
this.gl.vertexAttribPointer(destRectLoc, 4, this.gl.FLOAT, false, 0, 0)
this.gl.vertexAttribDivisor(destRectLoc, 1)
const colorLoc = this.gl.getAttribLocation(this.program, 'a_color')
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.instanceColorBuffer)
this.gl.enableVertexAttribArray(colorLoc)
this.gl.vertexAttribPointer(colorLoc, 4, this.gl.FLOAT, false, 0, 0)
this.gl.vertexAttribDivisor(colorLoc, 1)
const texLayerLoc = this.gl.getAttribLocation(this.program, 'a_texLayer')
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.instanceTexLayerBuffer)
this.gl.enableVertexAttribArray(texLayerLoc)
this.gl.vertexAttribPointer(texLayerLoc, 1, this.gl.FLOAT, false, 0, 0)
this.gl.vertexAttribDivisor(texLayerLoc, 1)
// Set up blending for premultiplied alpha
this.gl.enable(this.gl.BLEND)
this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA)
// Use the program
this.gl.useProgram(this.program)
// Set texture unit
this.gl.uniform1i(this.u_texArray, 0)
// Set initial color matrix
this.gl.uniformMatrix3fv(this.u_colorMatrix, false, this.colorMatrix)
// Set one-time GL state
this.gl.pixelStorei(this.gl.UNPACK_ALIGNMENT, 1)
this.gl.clearColor(0, 0, 0, 0)
this.gl.activeTexture(this.gl.TEXTURE0)
// Create initial texture array
this.createTexArray(TEX_INITIAL_SIZE, TEX_INITIAL_SIZE)
}
createShader (type: number, source: string): WebGLShader | null {
const shader = this.gl!.createShader(type)!
this.gl!.shaderSource(shader, source)
this.gl!.compileShader(shader)
if (!this.gl!.getShaderParameter(shader, this.gl!.COMPILE_STATUS)) {
const info = this.gl!.getShaderInfoLog(shader)
console.log(info)
this.gl!.deleteShader(shader)
return null
}
return shader
}
// Set the color matrix for color space conversion.
// Pass null or undefined to use identity (no conversion).
setColorMatrix (subtitleColorSpace?: 'BT601' | 'BT709' | 'SMPTE240M' | 'FCC', videoColorSpace?: 'BT601' | 'BT709') {
this.colorMatrix = (subtitleColorSpace && videoColorSpace && colorMatrixConversionMap[subtitleColorSpace]?.[videoColorSpace]) ?? IDENTITY_MATRIX
if (this.gl && this.u_colorMatrix && this.program) {
this.gl.useProgram(this.program)
this.gl.uniformMatrix3fv(this.u_colorMatrix, false, this.colorMatrix)
}
}
createTexArray (width: number, height: number) {
if (this.texArray) {
this.gl!.deleteTexture(this.texArray)
}
this.texArray = this.gl!.createTexture()
this.gl!.bindTexture(this.gl!.TEXTURE_2D_ARRAY, this.texArray)
// Allocate storage for texture array
this.gl!.texImage3D(
this.gl!.TEXTURE_2D_ARRAY,
0,
this.gl!.R8,
width,
height,
TEX_ARRAY_SIZE,
0,
this.gl!.RED,
this.gl!.UNSIGNED_BYTE,
null // Firefox cries about uninitialized data, but is slower with zero initialized data...
)
// Set texture parameters (no filtering needed for texelFetch, but set anyway)
this.gl!.texParameteri(this.gl!.TEXTURE_2D_ARRAY, this.gl!.TEXTURE_MIN_FILTER, this.gl!.NEAREST)
this.gl!.texParameteri(this.gl!.TEXTURE_2D_ARRAY, this.gl!.TEXTURE_MAG_FILTER, this.gl!.NEAREST)
this.gl!.texParameteri(this.gl!.TEXTURE_2D_ARRAY, this.gl!.TEXTURE_WRAP_S, this.gl!.CLAMP_TO_EDGE)
this.gl!.texParameteri(this.gl!.TEXTURE_2D_ARRAY, this.gl!.TEXTURE_WRAP_T, this.gl!.CLAMP_TO_EDGE)
this.texArrayWidth = width
this.texArrayHeight = height
}
render (images: ASSImage[], heap: Uint8Array): void {
if (!this.gl || !this.program || !this.vao || !this.texArray) return
// HACK 1 and 2 [see above for explanation]
if ((self.HEAPU8RAW.buffer !== self.WASMMEMORY.buffer) || SHOULD_REFERENCE_MEMORY) {
heap = self.HEAPU8RAW = new Uint8Array(self.WASMMEMORY.buffer)
}
// we scheduled a resize because changing the canvas size clears it, and we don't want it to flicker
// so we do it here, right before rendering
if (this._scheduledResize) {
const { width, height } = this._scheduledResize
this._scheduledResize = undefined
this.canvas!.width = width
this.canvas!.height = height
// Update viewport and resolution uniform
this.gl.viewport(0, 0, width, height)
this.gl.uniform2f(this.u_resolution, width, height)
} else {
// Clear canvas
this.gl.clear(this.gl.COLOR_BUFFER_BIT)
}
// Find max dimensions needed and filter valid images
let maxW = this.texArrayWidth
let maxH = this.texArrayHeight
const validImages: ASSImage[] = []
for (const img of images) {
if (img.w <= 0 || img.h <= 0) continue
validImages.push(img)
if (img.w > maxW) maxW = img.w
if (img.h > maxH) maxH = img.h
}
if (validImages.length === 0) return
// Resize texture array if needed
if (maxW > this.texArrayWidth || maxH > this.texArrayHeight) {
this.createTexArray(maxW, maxH)
}
// Process images in chunks that fit within texture array size
const batchSize = Math.min(TEX_ARRAY_SIZE, MAX_INSTANCES)
for (let batchStart = 0; batchStart < validImages.length; batchStart += batchSize) {
const batchEnd = Math.min(batchStart + batchSize, validImages.length)
let instanceCount = 0
// Upload textures for this batch
for (let i = batchStart; i < batchEnd; i++) {
const img = validImages[i]!
const layer = instanceCount
// Upload bitmap data to texture array layer
this.gl.pixelStorei(this.gl.UNPACK_ROW_LENGTH, img.stride)
if (IS_FIREFOX) {
// HACK 3 [see above for explanation]
const sourceView = new Uint8Array(heap.buffer, img.bitmap, img.stride * img.h)
const bitmapData = new Uint8Array(sourceView)
this.gl.texSubImage3D(
this.gl.TEXTURE_2D_ARRAY,
0,
0, 0, layer, // x, y, z offset
img.w,
img.h,
1, // depth (1 layer)
this.gl.RED,
this.gl.UNSIGNED_BYTE,
bitmapData
)
} else {
this.gl.texSubImage3D(
this.gl.TEXTURE_2D_ARRAY,
0,
0, 0, layer, // x, y, z offset
img.w,
img.h,
1, // depth (1 layer)
this.gl.RED,
this.gl.UNSIGNED_BYTE,
heap,
img.bitmap
)
}
// Fill instance data
const idx = instanceCount * 4
this.instanceDestRectData[idx] = img.dst_x
this.instanceDestRectData[idx + 1] = img.dst_y
this.instanceDestRectData[idx + 2] = img.w
this.instanceDestRectData[idx + 3] = img.h
this.instanceColorData[idx] = ((img.color >>> 24) & 0xFF) / 255
this.instanceColorData[idx + 1] = ((img.color >>> 16) & 0xFF) / 255
this.instanceColorData[idx + 2] = ((img.color >>> 8) & 0xFF) / 255
this.instanceColorData[idx + 3] = (img.color & 0xFF) / 255
this.instanceTexLayerData[instanceCount] = layer
instanceCount++
}
this.gl.pixelStorei(this.gl.UNPACK_ROW_LENGTH, 0)
if (instanceCount === 0) continue
// Upload instance data to buffers
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.instanceDestRectBuffer)
this.gl.bufferData(this.gl.ARRAY_BUFFER, this.instanceDestRectData.subarray(0, instanceCount * 4), this.gl.DYNAMIC_DRAW)
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.instanceColorBuffer)
this.gl.bufferData(this.gl.ARRAY_BUFFER, this.instanceColorData.subarray(0, instanceCount * 4), this.gl.DYNAMIC_DRAW)
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.instanceTexLayerBuffer)
this.gl.bufferData(this.gl.ARRAY_BUFFER, this.instanceTexLayerData.subarray(0, instanceCount), this.gl.DYNAMIC_DRAW)
// Single instanced draw call
this.gl.drawArraysInstanced(this.gl.TRIANGLES, 0, 6, instanceCount)
}
}
destroy () {
if (this.gl) {
if (this.texArray) {
this.gl.deleteTexture(this.texArray)
this.texArray = null
}
if (this.instanceDestRectBuffer) {
this.gl.deleteBuffer(this.instanceDestRectBuffer)
this.instanceDestRectBuffer = null
}
if (this.instanceColorBuffer) {
this.gl.deleteBuffer(this.instanceColorBuffer)
this.instanceColorBuffer = null
}
if (this.instanceTexLayerBuffer) {
this.gl.deleteBuffer(this.instanceTexLayerBuffer)
this.instanceTexLayerBuffer = null
}
if (this.vao) {
this.gl.deleteVertexArray(this.vao)
this.vao = null
}
if (this.program) {
this.gl.deleteProgram(this.program)
this.program = null
}
this.gl = null
}
}
}