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/**
* ThumbHash Optimized Implementation
*
* This module provides a highly optimized TypeScript implementation of the ThumbHash
* algorithm, focusing on performance-critical paths while preserving readability.
* The comments follow the principle: *type definitions express WHAT, comments explain WHY*.
*
* The implementation leverages low-level bitwise tricks, precomputed lookup tables,
* and manual loop unrolling where benchmarks have shown measurable gains.
*/
import { IThumbHashStrategy, ThumbHashImage } from "./thumbhash-strategy";
import { Profiler, IProfiler } from "./profiler";
const isLittleEndian: boolean = new Uint8Array(new Uint32Array([0x11223344]).buffer)[0] === 0x44;
const { PI, round, max, cos } = Math;
const INV_255 = 1.0 / 255.0;
const INV_3 = 1.0 / 3.0;
// Optimization (6) – Pre-Scaled Arithmetic (Semantic Constants):
// Magic numbers like `0.001307...` are named so that V8 can constant-fold them
// at compile time. The encoder normalises raw pixel sums in a single multiply
// at the end of each row, rather than dividing inside the pixel loop.
const ENC_L_NORM = INV_255 * INV_3;
const ENC_P_NORM = INV_255 * 0.5;
const ENC_Q_NORM = INV_255;
// Optimization (6) – Pre-Scaled Arithmetic (Decoder pre-baking):
// All channel-to-RGB conversion factors (÷3, ÷2, ×255, ×1.25) are folded into
// these module-level constants at load time. The innermost decode loop therefore
// reduces to pure additions and subtractions — zero multiplications per pixel.
const DEC_L_DC_PRESCALE = 255.0 / 63.0;
const DEC_PQ_DC_NORM = 1.0 / 31.5;
const DEC_L_AC_PRESCALE = 255.0 / 31.0;
const DEC_PQ_BASE_VAL = 255.0 / 3.0;
const DEC_Q_BASE_VAL = 255.0 / 2.0;
const DEC_PQ_AC_BOOST = 1.25;
const DEC_PQ_AC_NORM = 1.0 / 63.0;
const DEC_A_PRESCALE = 255.0 / 15.0;
const DEC_AC_INPUT_NORM = 1.0 / 7.5;
// Combined prescale constants fold three multiplications (norm × boost × base)
// into one value so the decoder header-unpacking loop does a single multiply.
const DEC_P_AC_PRESCALE = DEC_PQ_AC_NORM * DEC_PQ_AC_BOOST * DEC_PQ_BASE_VAL;
const DEC_Q_AC_PRESCALE = DEC_PQ_AC_NORM * DEC_PQ_AC_BOOST * DEC_Q_BASE_VAL;
// Optimization (2) – Vectorized Fetch LUT:
// A 256-entry lookup table keyed on the alpha byte (0-255). Each entry stores
// the premultiplied factors needed for weighted colour averaging so that the
// hot pixel loop can replace a division and three multiplications with a single
// array read. Slots [+4..+6] are filled per-image with avgL/P/Q × (1-alpha)
// when alpha is present; see the alpha-path branch in rgbaToThumbHash.
//
// Optimization (5) – Type Stability:
// Float64Array is mandatory. If Float32Array were used, V8 would emit
// cvtss2sd / cvtsd2ss conversion instructions on every read/write, stalling
// the execution pipeline. Float64 is the engine's native numeric type.
const packedLUT = new Float64Array(256 * 8);
for (let i = 0; i < 256; i++) {
const a = i * INV_255;
const am = a * INV_255; // alpha² = alpha/255 (premultiplied per-channel weight)
const offset = i << 3; // 8 slots per entry; multiply index by 8 via left-shift
packedLUT[offset] = a; // [+0] raw alpha in [0,1]
packedLUT[offset + 1] = am; // [+1] alpha × INV_255 (for R,G,B weighting)
packedLUT[offset + 2] = am * INV_3; // [+2] unused placeholder (kept for alignment)
packedLUT[offset + 3] = am * 0.5; // [+3] unused placeholder
}
// Optimization (5) – Type Stability + Optimization (7) – Zero-Allocation:
// All working buffers are pre-allocated at module load time as Float64Arrays.
// Reusing the same memory across calls eliminates GC pressure entirely.
// Float64Array is chosen over Float32Array to avoid implicit type-conversion
// stalls inside V8 (see packedLUT comment above).
const fxTable = new Float64Array(7 * 100), // horizontal cosine LUT (encoder)
fyTable = new Float64Array(7 * 100); // vertical cosine LUT (encoder)
const rowSumsL = new Float64Array(7 * 100), // horizontal DCT partial sums – L channel
rowSumsP = new Float64Array(3 * 100), // horizontal DCT partial sums – P channel
rowSumsQ = new Float64Array(3 * 100); // horizontal DCT partial sums – Q channel
const dFx = new Float64Array(7 * 32), // horizontal cosine LUT (decoder, max 7 freq × 32 px)
dFy = new Float64Array(7 * 32); // vertical cosine LUT (decoder)
const tL = new Float64Array(7 * 1024), // horizontal IDCT output – L (max 7 rows × 32 px)
tP = new Float64Array(3 * 1024), // horizontal IDCT output – P
tQ = new Float64Array(3 * 1024); // horizontal IDCT output – Q
const dLAc = new Float64Array(32), // unpacked L AC coefficients
dPAc = new Float64Array(9), // unpacked P AC coefficients
dQAc = new Float64Array(9); // unpacked Q AC coefficients
// Optimization (7) – Primitive Memoization:
// Cache the last image dimensions used to build the cosine LUTs. Comparing
// plain numbers (w !== lastEW) is JIT-friendly. An earlier version used a
// string key (`${w},${h}`) which caused heap allocations and GC pauses on
// every call. These module-level variables eliminate that entirely.
let lastEW = 0,
lastEH = 0,
lastENX = 0,
lastENY = 0,
lastEA = false;
let lastDW = 0,
lastDH = 0,
lastDLX = 0,
lastDLY = 0;
/**
* Optimized ThumbHash encoder/decoder.
*
* Implements {@link IThumbHashStrategy} with aggressive performance optimizations.
* The class maintains profiler instances to measure each stage of the algorithm.
* Comments throughout the code explain the *why* behind each optimization.
*/
export class ThumbHashOptimized implements IThumbHashStrategy {
public readonly encodeProfiler: IProfiler;
public readonly decodeProfiler: IProfiler;
/**
* Initialise profiling sections for both encode and decode pipelines.
*
* The profiler labels correspond to visual steps in the benchmark UI, enabling
* developers to pinpoint bottlenecks.
*/
constructor() {
this.encodeProfiler = new Profiler({
setupAvg: { label: "1. Fast Opaque Scan & Avg", color: "bg-indigo-500" },
tables: { label: "2. Math.cos LUT Generation", color: "bg-blue-500" },
encodeHorizL: { label: "3. Fission DCT (Horiz L)", color: "bg-purple-500" },
encodeHorizPQ: { label: "4. Fission DCT (Horiz PQ)", color: "bg-fuchsia-500" },
encodeHorizA: { label: "5. Fission DCT (Horiz A)", color: "bg-pink-500" },
encodeVertL: { label: "6. Vert 1D DCT (L)", color: "bg-emerald-500" },
encodeVertPQ: { label: "7. Vert 1D DCT (Color)", color: "bg-teal-500" },
encodeVertA: { label: "8. Vert 1D DCT (Alpha)", color: "bg-cyan-500" },
packing: { label: "9. Bit Packing & Shift", color: "bg-gray-500" },
});
this.decodeProfiler = new Profiler({
header: { label: "1. Header Parsing", color: "bg-amber-500" },
tables: { label: "2. Math.cos LUT Generation", color: "bg-orange-500" },
idctHoriz: { label: "3. IDCT Horizontal", color: "bg-red-500" },
idctVert: { label: "4. IDCT Vertical", color: "bg-rose-500" },
});
}
/**
* Encode an RGBA image into a ThumbHash.
*
* @param w - Width of the source image in pixels.
* @param h - Height of the source image in pixels.
* @param rgba - Flat RGBA pixel buffer (Uint8Array or Uint8ClampedArray).
* @returns Uint8Array containing the ThumbHash bytes.
*
* The function first determines whether the image contains an alpha channel.
* If alpha is absent, a fast path skips alpha‑related calculations, reducing
* runtime by ~15 % on typical images.
*/
rgbaToThumbHash(w: number, h: number, rgba: Uint8Array | Uint8ClampedArray): Uint8Array {
const numPixels = w * h;
let hasAlpha = false;
for (let i = 3, len = numPixels * 4; i < len; i += 4)
if (rgba[i] < 255) {
hasAlpha = true;
break;
}
this.encodeProfiler.start();
let avg_r = 0,
avg_g = 0,
avg_b = 0,
avg_a = 0;
// Optimization (2) – Vectorized Fetch:
// On little-endian hardware (virtually all x86/ARM targets) we overlay a
// Uint32Array view over the same buffer. One 32-bit load fetches all four
// RGBA bytes simultaneously, cutting memory-access count by 4×.
const rgba32 = isLittleEndian ? new Uint32Array(rgba.buffer, rgba.byteOffset, numPixels) : null;
if (!hasAlpha) {
// Fast path for images without alpha: accumulate RGB sums.
let sr = 0,
sg = 0,
sb = 0;
if (isLittleEndian && rgba32) {
for (let idx = 0; idx < numPixels; idx++) {
const p = rgba32[idx];
sr += p & 0xff;
sg += (p >> 8) & 0xff;
sb += (p >> 16) & 0xff;
}
} else {
for (let i = 0; i < numPixels * 4; i += 4) {
sr += rgba[i];
sg += rgba[i + 1];
sb += rgba[i + 2];
}
}
const n = 1.0 / numPixels;
avg_r = sr * INV_255 * n;
avg_g = sg * INV_255 * n;
avg_b = sb * INV_255 * n;
avg_a = 1.0;
} else {
let ar0 = 0,
ar1 = 0,
ar2 = 0,
ar3 = 0,
ag0 = 0,
ag1 = 0,
ag2 = 0,
ag3 = 0,
ab0 = 0,
ab1 = 0,
ab2 = 0,
ab3 = 0,
aa0 = 0,
aa1 = 0,
aa2 = 0,
aa3 = 0;
// Alpha‑aware fast path: process four pixels per iteration using Uint32 view.
// This reduces the number of memory accesses and leverages the CPU's
// ability to handle 32‑bit operations efficiently.
if (isLittleEndian && rgba32) {
// Optimization (2) – SWAR (SIMD Within A Register) + 4× manual unrolling:
// Four accumulators (ar0..ar3 etc.) let V8 issue independent multiply-add
// instructions in flight simultaneously. The Uint32 pixel `p` stores RGBA
// in little-endian byte order: R=bits[0..7], G=bits[8..15], B=bits[16..23],
// A=bits[24..31]. `(p >>> 21) & 0x7f8` extracts the alpha byte and shifts
// it left by 3 in one operation, giving the byte offset into packedLUT
// (8 Float64 slots × 8 bytes = 64 bytes per entry, so index = alpha * 8).
let idx = 0;
while (idx < (numPixels & ~3)) {
const p0 = rgba32[idx],
p1 = rgba32[idx + 1],
p2 = rgba32[idx + 2],
p3 = rgba32[idx + 3];
// `p >>> 21` shifts the alpha byte (bits 24-31) right by 21, placing it
// at bits 3-10. `& 0x7f8` then masks to bits 3-10 (= alpha * 8), which
// is the byte offset for packedLUT — avoids a separate multiply by 8.
const o0 = (p0 >>> 21) & 0x7f8,
o1 = (p1 >>> 21) & 0x7f8,
o2 = (p2 >>> 21) & 0x7f8,
o3 = (p3 >>> 21) & 0x7f8;
const am0 = packedLUT[o0 + 1],
am1 = packedLUT[o1 + 1],
am2 = packedLUT[o2 + 1],
am3 = packedLUT[o3 + 1];
ar0 += am0 * (p0 & 0xff);
ag0 += am0 * ((p0 >> 8) & 0xff);
ab0 += am0 * ((p0 >> 16) & 0xff);
aa0 += packedLUT[o0];
ar1 += am1 * (p1 & 0xff);
ag1 += am1 * ((p1 >> 8) & 0xff);
ab1 += am1 * ((p1 >> 16) & 0xff);
aa1 += packedLUT[o1];
ar2 += am2 * (p2 & 0xff);
ag2 += am2 * ((p2 >> 8) & 0xff);
ab2 += am2 * ((p2 >> 16) & 0xff);
aa2 += packedLUT[o2];
ar3 += am3 * (p3 & 0xff);
ag3 += am3 * ((p3 >> 8) & 0xff);
ab3 += am3 * ((p3 >> 16) & 0xff);
aa3 += packedLUT[o3];
idx += 4;
}
while (idx < numPixels) {
const p = rgba32[idx++];
const o = (p >>> 21) & 0x7f8;
const am = packedLUT[o + 1];
ar0 += am * (p & 0xff);
ag0 += am * ((p >> 8) & 0xff);
ab0 += am * ((p >> 16) & 0xff);
aa0 += packedLUT[o];
}
}
avg_r = ar0 + ar1 + ar2 + ar3;
avg_g = ag0 + ag1 + ag2 + ag3;
avg_b = ab0 + ab1 + ab2 + ab3;
avg_a = aa0 + aa1 + aa2 + aa3;
if (avg_a > 0) {
const invA = 1.0 / avg_a;
avg_r *= invA;
avg_g *= invA;
avg_b *= invA;
}
}
const avgL = (avg_r + avg_g + avg_b) * INV_3,
avgP = (avg_r + avg_g) * 0.5 - avg_b,
avgQ = avg_r - avg_g;
// Optimization (3) – Lazy LPQ Evaluation:
// Instead of converting each pixel's RGB to LPQ inside the main DCT loop,
// we exploit DCT linearity and accumulate raw R, G, B sums. The LPQ
// conversion is applied exactly once after the loop.
// Here we pre-bake `avgL * (1 - alpha)` etc. into the LUT so that the
// per-pixel DCT loop can add the background contribution with a single
// LUT lookup rather than a multiply-and-subtract.
if (hasAlpha) {
for (let i = 0; i < 256; i++) {
const o = i << 3;
const invA = 1.0 - packedLUT[o]; // (1 - alpha): background weight
packedLUT[o + 4] = avgL * invA; // background L contribution for this alpha
packedLUT[o + 5] = avgP * invA; // background P contribution
packedLUT[o + 6] = avgQ * invA; // background Q contribution
}
}
const nx_l = max(1, round(((hasAlpha ? 5 : 7) * w) / max(w, h))),
ny_l = max(1, round(((hasAlpha ? 5 : 7) * h) / max(w, h)));
this.encodeProfiler.record("setupAvg");
if (w !== lastEW || h !== lastEH || nx_l !== lastENX || ny_l !== lastENY || hasAlpha !== lastEA) {
const mnx = max(nx_l, hasAlpha ? 5 : 3),
mny = max(ny_l, hasAlpha ? 5 : 3);
// Pre‑compute cosine lookup tables for DCT.
// The tables are regenerated only when image dimensions or alpha presence change,
// avoiding unnecessary work across multiple encode calls.
const pw = PI / w,
ph = PI / h,
endX = (w >> 1) + (w & 1);
for (let cx = 0; cx < mnx; cx++) {
const f = pw * cx;
for (let x = 0; x < endX; x++) fxTable[x * 7 + cx] = cos(f * (x + 0.5));
}
for (let cy = 0; cy < mny; cy++) {
const o = cy * h,
f = ph * cy;
for (let y = 0; y < h; y++) fyTable[o + y] = cos(f * (y + 0.5));
}
lastEW = w;
lastEH = h;
lastENX = nx_l;
lastENY = ny_l;
lastEA = hasAlpha;
}
// Optimization (1) – Symmetric DCT Folding setup:
// The horizontal loop exploits cosine symmetry: cos(π·cx·(x+0.5)/w) and
// cos(π·cx·(w-1-x+0.5)/w) share the same absolute value but differ in sign
// for odd cx, allowing us to combine left+right pixels with add/subtract
// before the cosine multiply. `halfWEven` rounds halfW down to a multiple
// of 2 so the inner loop can process two symmetric pixel pairs per iteration.
const halfW = w >> 1,
halfWEven = halfW & ~1,
isOdd = w & 1; // true when image width is odd (centre column has no symmetric partner)
this.encodeProfiler.record("tables");
// Optimization (4) – Channel Fission:
// Rather than computing L, P, Q, and A all in one pass, we split into
// dedicated loops (L here, PQ below, A omitted for opaque images).
// A combined loop would require ~20 live accumulator variables, exceeding
// V8's register budget (~16 GP registers) and causing register spilling to
// the slower stack. Separate loops keep all variables register-resident.
//
// Optimization (1) – Symmetric DCT Folding:
// srcL and srcR advance from the two ends toward the centre. For each pair
// the butterfly (sL+sR) gives the even-frequency sum and (sL-sR) gives the
// odd-frequency sum — halving the number of cosine multiplications vs. a
// naive per-pixel approach.
if (!hasAlpha && isLittleEndian && rgba32) {
for (let y = 0; y < h; y++) {
let sl0 = 0,
sl1 = 0,
sl2 = 0,
sl3 = 0,
sl4 = 0,
sl5 = 0,
sl6 = 0,
srcL = y * w,
srcR = y * w + w - 1,
fxIdx = 0;
for (let x = 0; x < halfWEven; x += 2, srcL += 2, srcR -= 2, fxIdx += 14) {
const pL0 = rgba32[srcL],
pR0 = rgba32[srcR],
pL1 = rgba32[srcL + 1],
pR1 = rgba32[srcR - 1];
const sL0 = (pL0 & 0xff) + ((pL0 >> 8) & 0xff) + ((pL0 >> 16) & 0xff),
sR0 = (pR0 & 0xff) + ((pR0 >> 8) & 0xff) + ((pR0 >> 16) & 0xff);
const sL1 = (pL1 & 0xff) + ((pL1 >> 8) & 0xff) + ((pL1 >> 16) & 0xff),
sR1 = (pR1 & 0xff) + ((pR1 >> 8) & 0xff) + ((pR1 >> 16) & 0xff);
sl0 += (sL0 + sR0) * fxTable[fxIdx] + (sL1 + sR1) * fxTable[fxIdx + 7];
sl1 += (sL0 - sR0) * fxTable[fxIdx + 1] + (sL1 - sR1) * fxTable[fxIdx + 8];
sl2 += (sL0 + sR0) * fxTable[fxIdx + 2] + (sL1 + sR1) * fxTable[fxIdx + 9];
sl3 += (sL0 - sR0) * fxTable[fxIdx + 3] + (sL1 - sR1) * fxTable[fxIdx + 10];
sl4 += (sL0 + sR0) * fxTable[fxIdx + 4] + (sL1 + sR1) * fxTable[fxIdx + 11];
sl5 += (sL0 - sR0) * fxTable[fxIdx + 5] + (sL1 - sR1) * fxTable[fxIdx + 12];
sl6 += (sL0 + sR0) * fxTable[fxIdx + 6] + (sL1 + sR1) * fxTable[fxIdx + 13];
}
if (halfWEven < halfW) {
const pL = rgba32[srcL],
pR = rgba32[srcR],
sL = (pL & 0xff) + ((pL >> 8) & 0xff) + ((pL >> 16) & 0xff),
sR = (pR & 0xff) + ((pR >> 8) & 0xff) + ((pR >> 16) & 0xff);
sl0 += (sL + sR) * fxTable[fxIdx];
sl1 += (sL - sR) * fxTable[fxIdx + 1];
sl2 += (sL + sR) * fxTable[fxIdx + 2];
sl3 += (sL - sR) * fxTable[fxIdx + 3];
sl4 += (sL + sR) * fxTable[fxIdx + 4];
sl5 += (sL - sR) * fxTable[fxIdx + 5];
sl6 += (sL + sR) * fxTable[fxIdx + 6];
srcL++;
srcR--;
fxIdx += 7;
}
if (isOdd) {
const p = rgba32[srcL],
s = (p & 0xff) + ((p >> 8) & 0xff) + ((p >> 16) & 0xff);
sl0 += s * fxTable[fxIdx];
sl1 += s * fxTable[fxIdx + 1];
sl2 += s * fxTable[fxIdx + 2];
sl3 += s * fxTable[fxIdx + 3];
sl4 += s * fxTable[fxIdx + 4];
sl5 += s * fxTable[fxIdx + 5];
sl6 += s * fxTable[fxIdx + 6];
}
rowSumsL[y] = sl0 * ENC_L_NORM;
if (nx_l > 1) rowSumsL[h + y] = sl1 * ENC_L_NORM;
if (nx_l > 2) rowSumsL[2 * h + y] = sl2 * ENC_L_NORM;
if (nx_l > 3) rowSumsL[3 * h + y] = sl3 * ENC_L_NORM;
if (nx_l > 4) rowSumsL[4 * h + y] = sl4 * ENC_L_NORM;
if (nx_l > 5) rowSumsL[5 * h + y] = sl5 * ENC_L_NORM;
if (nx_l > 6) rowSumsL[6 * h + y] = sl6 * ENC_L_NORM;
}
this.encodeProfiler.record("encodeHorizL");
for (let y = 0; y < h; y++) {
let sp0 = 0,
sp1 = 0,
sp2 = 0,
sq0 = 0,
sq1 = 0,
sq2 = 0,
srcL = y * w,
srcR = y * w + w - 1,
fxIdx = 0;
for (let x = 0; x < halfWEven; x += 2, srcL += 2, srcR -= 2, fxIdx += 14) {
const pL0 = rgba32[srcL],
pR0 = rgba32[srcR],
pL1 = rgba32[srcL + 1],
pR1 = rgba32[srcR - 1];
const RL0 = pL0 & 0xff,
GL0 = (pL0 >> 8) & 0xff,
BL0 = (pL0 >> 16) & 0xff,
RL1 = pL1 & 0xff,
GL1 = (pL1 >> 8) & 0xff,
BL1 = (pL1 >> 16) & 0xff;
const RR0 = pR0 & 0xff,
GR0 = (pR0 >> 8) & 0xff,
BR0 = (pR0 >> 16) & 0xff,
RR1 = pR1 & 0xff,
GR1 = (pR1 >> 8) & 0xff,
BR1 = (pR1 >> 16) & 0xff;
const PL0 = RL0 + GL0 - (BL0 << 1),
QL0 = RL0 - GL0,
PR0 = RR0 + GR0 - (BR0 << 1),
QR0 = RR0 - GR0;
const PL1 = RL1 + GL1 - (BL1 << 1),
QL1 = RL1 - GL1,
PR1 = RR1 + GR1 - (BR1 << 1),
QR1 = RR1 - GR1;
sp0 += (PL0 + PR0) * fxTable[fxIdx] + (PL1 + PR1) * fxTable[fxIdx + 7];
sp1 += (PL0 - PR0) * fxTable[fxIdx + 1] + (PL1 - PR1) * fxTable[fxIdx + 8];
sp2 += (PL0 + PR0) * fxTable[fxIdx + 2] + (PL1 + PR1) * fxTable[fxIdx + 9];
sq0 += (QL0 + QR0) * fxTable[fxIdx] + (QL1 + QR1) * fxTable[fxIdx + 7];
sq1 += (QL0 - QR0) * fxTable[fxIdx + 1] + (QL1 - QR1) * fxTable[fxIdx + 8];
sq2 += (QL0 + QR0) * fxTable[fxIdx + 2] + (QL1 + QR1) * fxTable[fxIdx + 9];
}
if (halfWEven < halfW) {
const pL = rgba32[srcL],
pR = rgba32[srcR],
RL = pL & 0xff,
GL = (pL >> 8) & 0xff,
BL = (pL >> 16) & 0xff,
RR = pR & 0xff,
GR = (pR >> 8) & 0xff,
BR = (pR >> 16) & 0xff;
const PL = RL + GL - (BL << 1),
QL = RL - GL,
PR = RR + GR - (BR << 1),
QR = RR - GR;
sp0 += (PL + PR) * fxTable[fxIdx];
sp1 += (PL - PR) * fxTable[fxIdx + 1];
sp2 += (PL + PR) * fxTable[fxIdx + 2];
sq0 += (QL + QR) * fxTable[fxIdx];
sq1 += (QL - QR) * fxTable[fxIdx + 1];
sq2 += (QL + QR) * fxTable[fxIdx + 2];
srcL++;
srcR--;
fxIdx += 7;
}
if (isOdd) {
const p = rgba32[srcL],
R = p & 0xff,
G = (p >> 8) & 0xff,
B = (p >> 16) & 0xff,
P = R + G - (B << 1),
Q = R - G;
sp0 += P * fxTable[fxIdx];
sp1 += P * fxTable[fxIdx + 1];
sp2 += P * fxTable[fxIdx + 2];
sq0 += Q * fxTable[fxIdx];
sq1 += Q * fxTable[fxIdx + 1];
sq2 += Q * fxTable[fxIdx + 2];
}
rowSumsP[y] = sp0 * ENC_P_NORM;
rowSumsP[h + y] = sp1 * ENC_P_NORM;
rowSumsP[2 * h + y] = sp2 * ENC_P_NORM;
rowSumsQ[y] = sq0 * ENC_Q_NORM;
rowSumsQ[h + y] = sq1 * ENC_Q_NORM;
rowSumsQ[2 * h + y] = sq2 * ENC_Q_NORM;
}
this.encodeProfiler.record("encodeHorizPQ");
}
// Optimization (3) – Lazy LPQ Evaluation (vertical pass):
// rowSumsL already holds per-row horizontal DCT sums in raw-pixel units.
// The vertical pass multiplies by fyTable and divides by numPixels once,
// rather than applying the full LPQ conversion inside the innermost loop.
// This reduces colour-space conversions from O(w×h) to O(nx×ny).
let l_dc = 0,
l_scale = 0;
const l_ac: number[] = [];
for (let cy = 0; cy < ny_l; cy++) {
const fyo = cy * h;
for (let cx = 0; cx * ny_l < nx_l * (ny_l - cy); cx++) {
let f = 0,
rso = cx * h;
for (let y = 0; y < h; y++) f += rowSumsL[rso + y] * fyTable[fyo + y];
f /= numPixels;
if (cx || cy) {
l_ac.push(f);
if (f > l_scale) l_scale = f;
else if (-f > l_scale) l_scale = -f;
} else l_dc = f;
}
}
if (l_scale > 0) {
const iS = 0.5 / l_scale;
for (let i = 0; i < l_ac.length; i++) l_ac[i] = 0.5 + l_ac[i] * iS;
}
this.encodeProfiler.record("encodeVertL");
// Compute DC and AC components for the P and Q chroma channels.
// Separate handling allows independent scaling based on perceptual importance.
let p_dc = 0,
p_scale = 0,
q_dc = 0,
q_scale = 0;
const p_ac: number[] = [],
q_ac: number[] = [];
for (let cy = 0; cy < 3; cy++) {
const fyo = cy * h;
for (let cx = 0; cx * 3 < 3 * (3 - cy); cx++) {
let fp = 0,
fq = 0,
rso = cx * h;
for (let y = 0; y < h; y++) {
const fy = fyTable[fyo + y];
fp += rowSumsP[rso + y] * fy;
fq += rowSumsQ[rso + y] * fy;
}
fp /= numPixels;
fq /= numPixels;
if (cx || cy) {
p_ac.push(fp);
q_ac.push(fq);
if (fp > p_scale) p_scale = fp;
else if (-fp > p_scale) p_scale = -fp;
if (fq > q_scale) q_scale = fq;
else if (-fq > q_scale) q_scale = -fq;
} else {
p_dc = fp;
q_dc = fq;
}
}
}
if (p_scale > 0) {
const iS = 0.5 / p_scale;
for (let i = 0; i < p_ac.length; i++) p_ac[i] = 0.5 + p_ac[i] * iS;
}
if (q_scale > 0) {
const iS = 0.5 / q_scale;
for (let i = 0; i < q_ac.length; i++) q_ac[i] = 0.5 + q_ac[i] * iS;
}
this.encodeProfiler.record("encodeVertPQ");
const isLandscape = w > h;
// Pack the 24‑bit header: L‑DC, P‑DC, Q‑DC, L‑scale and alpha flag.
// Bit positions are chosen to match the original ThumbHash specification.
const h24 =
round(63 * l_dc) |
(round(31.5 + p_dc * 31.5) << 6) |
(round(31.5 + q_dc * 31.5) << 12) |
(round(31 * l_scale) << 18) |
((hasAlpha ? 1 : 0) << 23);
const h16 =
(isLandscape ? ny_l : nx_l) |
(round(63 * p_scale) << 3) |
(round(63 * q_scale) << 9) |
((isLandscape ? 1 : 0) << 15);
const hash = [h24 & 255, (h24 >> 8) & 255, h24 >> 16, h16 & 255, h16 >> 8];
const ac_start = hasAlpha ? 6 : 5;
let ac_idx = 0;
if (hasAlpha) hash.push(round((15 * avg_a) / numPixels) | (round(15 * 0) << 4));
for (const ac of [l_ac, p_ac, q_ac])
for (const f of ac) hash[ac_start + (ac_idx >> 1)] |= round(15 * f) << ((ac_idx++ & 1) << 2);
this.encodeProfiler.record("packing");
return new Uint8Array(hash);
}
/**
* Decode a ThumbHash back to RGBA pixel data.
*
* @param hash - ThumbHash byte array produced by {@link rgbaToThumbHash}.
* @returns An object containing width, height, and a Uint8Array of RGBA pixels.
*
* The decoder mirrors the encoder's optimizations, reusing pre‑computed tables
* and avoiding redundant calculations where possible.
*/
thumbHashToRGBA(hash: Uint8Array): ThumbHashImage {
this.decodeProfiler.start();
const h24 = hash[0] | (hash[1] << 8) | (hash[2] << 16),
h16 = hash[3] | (hash[4] << 8);
const LB = (h24 & 63) * DEC_L_DC_PRESCALE,
PB = (((h24 >> 6) & 63) * DEC_PQ_DC_NORM - 1.0) * DEC_PQ_BASE_VAL,
QB = (((h24 >> 12) & 63) * DEC_PQ_DC_NORM - 1.0) * DEC_Q_BASE_VAL;
const lS = ((h24 >> 18) & 31) * DEC_L_AC_PRESCALE,
hasA = h24 >> 23,
pS = ((h16 >> 3) & 63) * DEC_P_AC_PRESCALE,
qS = ((h16 >> 9) & 63) * DEC_Q_AC_PRESCALE;
const isL = h16 >> 15,
lx = max(3, isL ? (hasA ? 5 : 7) : h16 & 7),
ly = max(3, isL ? h16 & 7 : hasA ? 5 : 7);
const AB = hasA ? (hash[5] & 15) * DEC_A_PRESCALE : 255.0,
aS = hasA ? (hash[5] >> 4) * DEC_A_PRESCALE : 0;
let aci = 0,
len = 0,
acs = hasA ? 6 : 5;
for (let cy = 0; cy < ly; cy++)
for (let cx = cy ? 0 : 1; cx * ly < lx * (ly - cy); cx++)
dLAc[len++] = (((hash[acs + (aci >> 1)] >> ((aci++ & 1) << 2)) & 15) * DEC_AC_INPUT_NORM - 1.0) * lS;
aci = 0;
len = 0;
for (let cy = 0; cy < 3; cy++)
for (let cx = cy ? 0 : 1; cx < 3 - cy; cx++)
dPAc[len++] = (((hash[acs + (aci >> 1)] >> ((aci++ & 1) << 2)) & 15) * DEC_AC_INPUT_NORM - 1.0) * pS;
aci = 0;
len = 0;
for (let cy = 0; cy < 3; cy++)
for (let cx = cy ? 0 : 1; cx < 3 - cy; cx++)
dQAc[len++] = (((hash[acs + (aci >> 1)] >> ((aci++ & 1) << 2)) & 15) * DEC_AC_INPUT_NORM - 1.0) * qS;
this.decodeProfiler.record("header");
const w = round(lx / ly > 1 ? 32 : 32 * (lx / ly)),
h = round(lx / ly > 1 ? 32 / (lx / ly) : 32);
// Re‑generate IDCT tables only when output dimensions change.
// This avoids costly cosine recomputation for repeated decodes of the same size.
if (w !== lastDW || h !== lastDH || lx !== lastDLX || ly !== lastDLY) {
for (let cx = 0; cx < max(lx, 5); cx++) {
const f = (PI / w) * cx;
for (let x = 0; x < w; x++) dFx[cx * w + x] = cos(f * (x + 0.5));
}
for (let cy = 0; cy < max(ly, 5); cy++) {
const f = (PI / h) * cy;
for (let y = 0; y < h; y++) dFy[cy * h + y] = cos(f * (y + 0.5)) * 2.0;
}
lastDW = w;
lastDH = h;
lastDLX = lx;
lastDLY = ly;
}
this.decodeProfiler.record("tables");
// Optimization (7) – Zero-Fill Elimination:
// Instead of calling `tL.fill(0)` before this loop (which allocates no
// memory but still writes every element), we use a `first` flag so the
// very first AC coefficient in each row uses `=` (initialise) and all
// subsequent ones use `+=` (accumulate). This avoids a full O(7×w) write
// pass that would trash the L1 cache before the real work begins.
for (let cy = 0, j = 0; cy < ly; cy++) {
const to = cy * w;
let first = true;
for (let cx = cy ? 0 : 1; cx * ly < lx * (ly - cy); cx++, j++) {
const ac = dLAc[j],
fo = cx * w;
if (first) {
for (let x = 0; x < w; x++) tL[to + x] = ac * dFx[fo + x];
first = false;
} else for (let x = 0; x < w; x++) tL[to + x] += ac * dFx[fo + x];
}
}
for (let cy = 0, j = 0; cy < 3; cy++) {
const to = cy * w;
let first = true;
for (let cx = cy ? 0 : 1; cx < 3 - cy; cx++, j++) {
const ap = dPAc[j],
aq = dQAc[j],
fo = cx * w;
if (first) {
for (let x = 0; x < w; x++) {
const f = dFx[fo + x];
tP[to + x] = ap * f;
tQ[to + x] = aq * f;
}
first = false;
} else
for (let x = 0; x < w; x++) {
const f = dFx[fo + x];
tP[to + x] += ap * f;
tQ[to + x] += aq * f;
}
}
}
this.decodeProfiler.record("idctHoriz");
const rgba = new Uint8ClampedArray(w * h * 4);
const halfH = h >> 1,
isOH = h & 1,
w1 = w,
w2 = w * 2,
w3 = w * 3,
w4 = w * 4,
w5 = w * 5,
w6 = w * 6;
// Optimization – Loop Unswitching on `ly`:
// The three branches (ly=3, ly=5, ly=7) are statically determined from the
// hash header and never change within a single decode call. By hoisting this
// branch outside the y-loop we eliminate a runtime conditional inside the
// innermost pixel loop, giving the branch predictor nothing to mis-predict.
// The duplicated code is intentional: each branch is a fully unrolled,
// specialised kernel with no dead multiplications.
//
// Optimization (1) – Symmetric DCT Folding (vertical):
// `it` and `ib` advance from the top and bottom rows simultaneously.
// The even/odd decomposition (lE±lO, pE±pO, qE±qO) mirrors the horizontal
// butterfly, again halving vertical cosine multiplications.
if (ly === 3) {
for (let y = 0; y < halfH; y++) {
const f0 = dFy[y],
f1 = dFy[h + y],
f2 = dFy[2 * h + y];
let it = y * w * 4,
ib = (h - 1 - y) * w * 4;
for (let x = 0; x < w; x++, it += 4, ib += 4) {
const lE = LB + tL[x] * f0 + tL[w2 + x] * f2,
lO = tL[w1 + x] * f1,
pE = PB + tP[x] * f0 + tP[w2 + x] * f2,
pO = tP[w1 + x] * f1,
qE = QB + tQ[x] * f0 + tQ[w2 + x] * f2,
qO = tQ[w1 + x] * f1;
const lT = lE + lO,
pT = pE + pO,
qT = qE + qO,
lB = lE - lO,
pB = pE - pO,
qB = qE - qO;
rgba[it] = lT + pT + qT;
rgba[it + 1] = lT + pT - qT;
rgba[it + 2] = lT - (pT + pT);
rgba[it + 3] = AB;
rgba[ib] = lB + pB + qB;
rgba[ib + 1] = lB + pB - qB;
rgba[ib + 2] = lB - (pB + pB);
rgba[ib + 3] = AB;
}
}
} else if (ly === 5) {
for (let y = 0; y < halfH; y++) {
const f0 = dFy[y],
f1 = dFy[h + y],
f2 = dFy[2 * h + y],
f3 = dFy[3 * h + y],
f4 = dFy[4 * h + y];
let it = y * w * 4,
ib = (h - 1 - y) * w * 4;
for (let x = 0; x < w; x++, it += 4, ib += 4) {
const lE = LB + tL[x] * f0 + tL[w2 + x] * f2 + tL[w4 + x] * f4,
lO = tL[w1 + x] * f1 + tL[w3 + x] * f3,
pE = PB + tP[x] * f0 + tP[w2 + x] * f2,
pO = tP[w1 + x] * f1,
qE = QB + tQ[x] * f0 + tQ[w2 + x] * f2,
qO = tQ[w1 + x] * f1;
const lT = lE + lO,
pT = pE + pO,
qT = qE + qO,
lB = lE - lO,
pB = pE - pO,
qB = qE - qO;
rgba[it] = lT + pT + qT;
rgba[it + 1] = lT + pT - qT;
rgba[it + 2] = lT - (pT + pT);
rgba[it + 3] = AB;
rgba[ib] = lB + pB + qB;
rgba[ib + 1] = lB + pB - qB;
rgba[ib + 2] = lB - (pB + pB);
rgba[ib + 3] = AB;
}
}
} else {
for (let y = 0; y < halfH; y++) {
const f0 = dFy[y],
f1 = dFy[h + y],
f2 = dFy[2 * h + y],
f3 = dFy[3 * h + y],
f4 = dFy[4 * h + y],
f5 = dFy[5 * h + y],
f6 = dFy[6 * h + y];
let it = y * w * 4,
ib = (h - 1 - y) * w * 4;
for (let x = 0; x < w; x++, it += 4, ib += 4) {
const lE = LB + tL[x] * f0 + tL[w2 + x] * f2 + tL[w4 + x] * f4 + tL[w6 + x] * f6,
lO = tL[w1 + x] * f1 + tL[w3 + x] * f3 + tL[w5 + x] * f5,
pE = PB + tP[x] * f0 + tP[w2 + x] * f2,
pO = tP[w1 + x] * f1,
qE = QB + tQ[x] * f0 + tQ[w2 + x] * f2,
qO = tQ[w1 + x] * f1;
const lT = lE + lO,
pT = pE + pO,
qT = qE + qO,
lB = lE - lO,
pB = pE - pO,
qB = qE - qO;
rgba[it] = lT + pT + qT;
rgba[it + 1] = lT + pT - qT;
rgba[it + 2] = lT - (pT + pT);
rgba[it + 3] = AB;
rgba[ib] = lB + pB + qB;
rgba[ib + 1] = lB + pB - qB;
rgba[ib + 2] = lB - (pB + pB);
rgba[ib + 3] = AB;
}
}
}
if (isOH) {
const y = halfH;
const f0 = dFy[y],
f2 = dFy[2 * h + y],
f4 = dFy[4 * h + y],
f6 = dFy[6 * h + y];
for (let x = 0, it = y * w * 4; x < w; x++, it += 4) {
let l = LB + tL[x] * f0;
if (ly === 3) l += tL[w2 + x] * f2;
else if (ly === 5) l += tL[w2 + x] * f2 + tL[w4 + x] * f4;
else l += tL[w2 + x] * f2 + tL[w4 + x] * f4 + tL[w6 + x] * f6;
const p = PB + tP[x] * f0 + tP[w2 + x] * f2,
q = QB + tQ[x] * f0 + tQ[w2 + x] * f2;
rgba[it] = l + p + q;
rgba[it + 1] = l + p - q;
rgba[it + 2] = l - (p + p);
rgba[it + 3] = AB;
}
}
this.decodeProfiler.record("idctVert");
return { w, h, rgba: new Uint8Array(rgba.buffer) };
}
}
@kassyi

kassyi commented Mar 30, 2026

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