This avoids effectively re-implementing an existing helper function, and the code is also simplified a tiny bit by building the final TypedArray header directly.
One drawback of the current implementation is that the GPU device can be
unavailable at the time of the first pattern fill, which causes the
GPU-accelerated canvas to be move on the main thread because of putImageData.
Most of the shading patterns stuff will be moved to the GPU and in order
to avoid creating some useless data we've to know if the GPU is available or not.
So in this patch we create the GPU device during the worker initialization
and pass a flag to the evaluator to know if the GPU is available or not.
This improves readability by removing "magic" numbers, and matches what
we already have for e.g. annotation and shading types.
Note that function type 1 does not exist in the specification, but that
also applies to everything higher than 4, so we can also remove the
specific handling of function type 1 and instead just let it fall
through to throwing an exception for unknown function types, in which we
now also log the provided function type to aid debugging.
It seems just as easy to lookup the needed data in the original arrays, rather than having to first create (and allocate) nested arrays for that purpose.
These classes, and various related code, became unused after PR 21023 with only unit-tests actually running that code now.
Also removes the `isEvalSupported` API option, since the `PostScriptCompiler` was the only remaining code where `eval` was used.
- Use the same `PartialEvaluator` instance for all annotations on the page, to reduce unnecessary object creation.
- Use `Object.hasOwn` to check if the annotations were already parsed, to avoid having to keep a separate boolean variable in-sync with the actual code.
The idea with this helper function is that once https://github.com/tc39/proposal-math-clamp/ becomes stable, all its call-sites should then be replaced by the native functionality.
It fixes#5046.
We just generate a mesh for the pattern rectangle where the color of each vertex is computed from the function.
Since the mesh is generated in the worker we don't really take into account the current transform when it's drawn.
That being said, there are maybe some possible improvements in using directly the gpu for the shading creation
which could then take into account the current transform, but it could only work with ps function we can convert
ino wgsl language and simple enough color spaces (gray and rgb).
The main goal is to remove the eval-based interpreter.
In order to have some good performances, the new parser performs some optimizations
on the AST (similar to the ones in the previous implementation),
and the Wasm compiler generates code for the optimized AST.
For now, in case of errors or unsupported features, the Wasm compiler returns null
and the old interpreter is used as a fallback.
Few things are still missing:
- a wasm-based interpreter using a stack (in case the ps code isn't stack-free);
- a better js implementation in case of disabled wasm.
but they will be added in follow-up patches.
This code already has an integration-test, however also having a unit-test shouldn't hurt since those are often easier to run and debug (and it nicely complements the existing `outline` unit-tests).
The patch also makes the following smaller changes to the method itself:
- Avoid creating and parsing an empty Array, when doing the `pageRef` search.
- Use `XRef.prototype.fetch` directly, when walking the parent chain, since the check just above ensures that the value is a Reference.
- Use the `lookupRect` helper when parsing the /BBox entry.
* add support for directly writing masks into `rgbaBuf` if their size matches
* add support for writing into `rgbaBuf` to `resizeImageMask` to avoid extra
allocs/copies
* respect `actualHeight` to avoid unnecessary work on non-emitted rows
* mark more operations as `internal`
This changes the path for what I believe is the common case for masks:
a mask to add transparency to the accompanying opaque image, both being
equal in size.
The other paths are not meaninfully unchanged.
That increases my confidence as these new paths can be easily tested
with a PNG with transparency.
Some tests were failing and has been fixed:
- "Hello" + Alef + "(" + Bet: the "(" (neutral) was not considered as a part of the group Alef(Bet and the group wasn't reverted;
- some intermediate neutrals were considered as strong.
Currently we have no less than three different, but very similar, factories for reading built-in CMap files, standard font files, and wasm files on the main-thread.[1]
These factories were added at different points in time, since I cannot imagine that we'd add essentially three copies of the same code otherwise.
Nowadays these factories are often not even used[2], since worker-thread fetching is used whenever possible to improve performance. In particular, they will *only* be used when either:
- The PDF.js library runs in Node.js environments.
- The user manually sets `useWorkerFetch = false` when calling `getDocument`.
- The user provides custom `CMapReaderFactory`, `StandardFontDataFactory`, and/or `WasmFactory` instances when calling `getDocument`.
By replacing these factories with *a single* new `BinaryDataFactory` factory/option the number of `getDocument` options are thus reduced, which cannot hurt.
This also reduces the total bundle-size of the Firefox PDF Viewer a little bit, and it slightly reduces the number of import maps that need to be maintained.
*Please note:* For users that provide custom `CMapReaderFactory`, `StandardFontDataFactory`, and `WasmFactory` instances when calling `getDocument` this will be a breaking change, however it's unlikely that (many) such users exist.
(The *internal* format data-format of `CMapReaderFactory` was changed in PR 18951, and there hasn't been a single question/complaint about it in well over a year.)
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[1] Any new functionality could easily lead to more such factories being added in the future, which wouldn't be great.
[2] Note that the Firefox PDF Viewer no longer use these factories, since it "forcibly" sets `useWorkerFetch = true` during building.