improve build times by extracting asset opt into its own crate (#3273)
* improve build types by extracing asset opt as a dylib * dont use dylib, but let regular workspace caching do the heavy lifting * add prebuild to cli for better lock contention * hoist deps * disable slow tests * re-enable sequential, debug=0 for dev * use vfs for windows * dont cache on failure, fix windows vfs caceh * free disk space re-order * add clippy + fmt to windows channel * yoink makefile * proper rustfmt/clippy on toolchain * set incremental to zero since cargo-cache disables it
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@@ -0,0 +1,23 @@
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use image::{DynamicImage, EncodableLayout};
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use std::{
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io::{BufWriter, Write},
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path::Path,
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};
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pub(crate) fn compress_jpg(image: DynamicImage, output_location: &Path) -> anyhow::Result<()> {
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let mut comp = mozjpeg::Compress::new(mozjpeg::ColorSpace::JCS_EXT_RGBX);
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let width = image.width() as usize;
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let height = image.height() as usize;
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comp.set_size(width, height);
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let mut comp = comp.start_compress(Vec::new())?; // any io::Write will work
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comp.write_scanlines(image.to_rgba8().as_bytes())?;
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let jpeg_bytes = comp.finish()?;
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let file = std::fs::File::create(output_location)?;
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let w = &mut BufWriter::new(file);
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w.write_all(&jpeg_bytes)?;
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Ok(())
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}
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@@ -0,0 +1,62 @@
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use std::path::Path;
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use anyhow::Context;
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use jpg::compress_jpg;
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use manganis_core::{ImageAssetOptions, ImageFormat, ImageSize};
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use png::compress_png;
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mod jpg;
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mod png;
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pub(crate) fn process_image(
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image_options: &ImageAssetOptions,
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source: &Path,
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output_path: &Path,
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) -> anyhow::Result<()> {
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let mut image = image::ImageReader::new(std::io::Cursor::new(&*std::fs::read(source)?))
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.with_guessed_format()?
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.decode();
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if let Ok(image) = &mut image {
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if let ImageSize::Manual { width, height } = image_options.size() {
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*image = image.resize_exact(width, height, image::imageops::FilterType::Lanczos3);
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}
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}
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match (image, image_options.format()) {
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(image, ImageFormat::Png) => {
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compress_png(image?, output_path);
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}
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(image, ImageFormat::Jpg) => {
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compress_jpg(image?, output_path)?;
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}
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(Ok(image), ImageFormat::Avif) => {
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if let Err(error) = image.save(output_path) {
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tracing::error!("Failed to save avif image: {} with path {}. You must have the avif feature enabled to use avif assets", error, output_path.display());
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}
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}
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(Ok(image), ImageFormat::Webp) => {
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if let Err(err) = image.save(output_path) {
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tracing::error!("Failed to save webp image: {}. You must have the avif feature enabled to use webp assets", err);
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}
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}
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(Ok(image), _) => {
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image.save(output_path)?;
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}
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// If we can't decode the image or it is of an unknown type, we just copy the file
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_ => {
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let source_file = std::fs::File::open(source)?;
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let mut reader = std::io::BufReader::new(source_file);
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let output_file = std::fs::File::create(output_path)?;
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let mut writer = std::io::BufWriter::new(output_file);
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std::io::copy(&mut reader, &mut writer).with_context(|| {
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format!(
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"Failed to write image to output location: {}",
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output_path.display()
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)
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})?;
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}
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}
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Ok(())
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}
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@@ -0,0 +1,52 @@
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use std::{io::BufWriter, path::Path};
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use image::DynamicImage;
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pub(crate) fn compress_png(image: DynamicImage, output_location: &Path) {
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// Image loading/saving is outside scope of this library
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let width = image.width() as usize;
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let height = image.height() as usize;
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let bitmap: Vec<_> = image
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.into_rgba8()
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.pixels()
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.map(|px| imagequant::RGBA::new(px[0], px[1], px[2], px[3]))
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.collect();
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// Configure the library
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let mut liq = imagequant::new();
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liq.set_speed(5).unwrap();
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liq.set_quality(0, 99).unwrap();
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// Describe the bitmap
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let mut img = liq.new_image(&bitmap[..], width, height, 0.0).unwrap();
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// The magic happens in quantize()
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let mut res = match liq.quantize(&mut img) {
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Ok(res) => res,
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Err(err) => panic!("Quantization failed, because: {err:?}"),
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};
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let (palette, pixels) = res.remapped(&mut img).unwrap();
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let file = std::fs::File::create(output_location).unwrap();
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let w = &mut BufWriter::new(file);
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let mut encoder = png::Encoder::new(w, width as u32, height as u32);
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encoder.set_color(png::ColorType::Rgba);
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let mut flattened_palette = Vec::new();
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let mut alpha_palette = Vec::new();
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for px in palette {
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flattened_palette.push(px.r);
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flattened_palette.push(px.g);
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flattened_palette.push(px.b);
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alpha_palette.push(px.a);
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}
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encoder.set_palette(flattened_palette);
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encoder.set_trns(alpha_palette);
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encoder.set_depth(png::BitDepth::Eight);
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encoder.set_color(png::ColorType::Indexed);
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encoder.set_compression(png::Compression::Best);
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let mut writer = encoder.write_header().unwrap();
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writer.write_image_data(&pixels).unwrap();
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writer.finish().unwrap();
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}
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