@pexip/media-processor 22.1.0 → 22.2.0

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package/CHANGELOG.md CHANGED
@@ -1,5 +1,36 @@
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1
  # Changelog
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+ ## 22.2.0
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+
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+ ### Minor Changes
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+
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+ - 746f6b6: Add Canvas2d rendering backend support: alpha mask converter,
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+ Canvas2d mask renderer, canvas dimension-aware rendering, and proper backend
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+ propagation through the video processor pipeline.
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+ - c101d02: Add inferencer
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+
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+ ### Patch Changes
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+
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+ - f4af45a: Fix how we calculate the FPS
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+ - 476acbf: Fix the background image disappearing when it is replaced by another
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+ image with the same key. `setImage` closes the previously cached bitmap, so
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+ the render options kept pointing at a closed `ImageBitmap` until the pipeline
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+ restarted. The currently rendered image is now repointed at the new bitmap.
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+ - 7c99e29: Fix hardware acceleration feature detection
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+ - 1b82fd5: Fix dynamic texture allocation issue
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+ - 265c898: Migrate test runner from Jest to Vitest.
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+ - a5e8026: Fix "We can't find your microphone" error when changing the
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+ microphone while sharing content without audio. The audio mixing processor no
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+ longer tries to create an audio source node from a presentation stream that
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+ has no audio track, and audio nodes belonging to a stale `AudioContext` are
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+ recreated instead of being reused.
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+ - 0878b3b: Fix race conditions in the video processing pipeline so effect
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+ changes made during processor startup are correctly applied and worker option
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+ diffs are computed against the previous state.
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+ - Updated dependencies [5a17991]
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+ - Updated dependencies [265c898]
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+ - @pexip/utils@17.4.1
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+
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  ## 22.1.0
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35
 
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  ### Patch Changes
@@ -371,6 +371,7 @@ A library for media analysis using Web APIs.
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  | [handleWebGLContextLoss](variables/handleWebGLContextLoss.mdx) | - |
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  | [cloneImageRecord](variables/cloneImageRecord.mdx) | - |
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  | [compareImageRecords](variables/compareImageRecords.mdx) | Compare provided ImageRecord |
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+ | [getCanUseWebGL](variables/getCanUseWebGL.mdx) | - |
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  | [urls](variables/urls.mdx) | - |
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  | [SILENT\_THRESHOLD](variables/SILENT_THRESHOLD.mdx) | Default silent threshold At least one LSB 16-bit data (compare is on absolute value). |
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  | [MONO\_THRESHOLD](variables/MONO_THRESHOLD.mdx) | Default mono detection threshold Data must be identical within one LSB 16-bit to be identified as mono. |
@@ -15,12 +15,13 @@ Creates a benchmarking utility for measuring frame durations and calculating fra
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  [`Benchmark`](../interfaces/Benchmark.mdx)
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- An object with methods to start/end frame measurements, reset the benchmark, and calculate current FPS.
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+ An object with methods to start/end frame measurements, reset the benchmark, and get current FPS.
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  ## Remarks
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- This function is designed for performance measurement in animation or game loops.
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- It records frame start/end times, ignores an initial warmup period, utilizes a circular buffer
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- to average recent frame durations, and computes a smoothed FPS value on demand.
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- The calculation may only occur if sufficient samples have been gathered and the minimum interval between
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- calculations has elapsed.
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+ Uses a time-windowed sliding approach: each frame event stores both its timestamp and
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+ processing duration. Only events within the configured time window contribute to FPS.
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+ FPS is derived as `windowMs / averageProcessingTime` for events in the window.
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+
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+ The `begin()`/`end()` API measures processing time per frame explicitly.
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+ Call `fps()` at any time to get the current FPS — no priming or two-call pattern needed.
@@ -48,14 +48,12 @@ reset(): void;
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  ***
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- ### calculateFps()
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+ ### fps()
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  ```ts
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- calculateFps(): [number, number];
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+ fps(): number;
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  ```
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  #### Returns
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58
 
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- ```ts
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- [number, number]
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- ```
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+ `number`
@@ -9,7 +9,7 @@ All values are stable per-frame and can be safely updated in real-time.
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  | <a id="backgroundbluramount"></a> `backgroundBlurAmount` | `number` | Amount of background blur (radius in px): [0,9]. Recommend: 3–6 for portraits. Higher may be slow and over-blurred. **Default** `3` |
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  | <a id="edgebluramount"></a> `edgeBlurAmount` | `number` | Edge blur for mask boundary antialiasing (radius in px): [0,9]. Small values (1–5) smooth mask stair-steps; large values soften edges more visibly. **Default** `4` |
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  | <a id="effects"></a> `effects` | `"blur" \| "none" \| "overlay"` | Effects to apply: "none", "blur", or "overlay". "blur" = background blur. "overlay" = replace BG with backgroundImageUrl. |
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- | <a id="backend"></a> `backend` | `"webgl" \| "webgpu"` | Backend to render background effects |
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+ | <a id="backend"></a> `backend` | `"webgl" \| "webgpu" \| "canvas2d"` | Backend to render background effects |
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  | <a id="foregroundthreshold"></a> `foregroundThreshold` | `number` | [0,1] Upper mask confidence: all mask pixels \>= this are considered definite foreground. Adjust to make mask edges tighter or more permissive for foreground inclusion. Example: 0.8 ("mask \> 0.8 = sure foreground"). Must always be \>= backgroundThreshold. **Default** `0.85` |
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  | <a id="backgroundthreshold"></a> `backgroundThreshold` | `number` | [0,1] Lower mask confidence: all mask pixels \<= this are considered definite background. Adjust to make mask edges tighter or more permissive for background inclusion. Example: 0.3 ("mask \< 0.3 = sure background"). **Default** `0.35` |
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  | <a id="sigmaspace"></a> `sigmaSpace` | `number` | Bilateral filter: sigma in pixel space for mask edge snapping. Controls the neighborhood/pixel distance—higher is larger window (5–10 typical). **Default** `5` |
@@ -8,3 +8,4 @@ const RENDER_BACKEND: object;
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  | ------ | ------ |
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  | <a id="webgl"></a> `WebGL` | `"webgl"` |
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  | <a id="webgpu"></a> `WebGPU` | `"webgpu"` |
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+ | <a id="canvas2d"></a> `Canvas2D` | `"canvas2d"` |
@@ -0,0 +1,7 @@
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+ ```ts
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+ const getCanUseWebGL: () => boolean;
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+ ```
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+
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+ ## Returns
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+
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+ `boolean`
@@ -0,0 +1,2 @@
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+ import type { Renderer, RenderEventHandlers } from '../../types/render';
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+ export declare const createRenderer: (renderEventHandlers: RenderEventHandlers, canvas?: OffscreenCanvas) => Renderer;
@@ -0,0 +1,36 @@
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+ import { PROCESSING_HEIGHT, PROCESSING_WIDTH } from '../../constants';
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+ import { createCanvasRenderUtils } from '../../canvasRenderUtils';
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+ export const createRenderer = (renderEventHandlers, canvas = new OffscreenCanvas(PROCESSING_WIDTH, PROCESSING_HEIGHT)) => {
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+ const utils = createCanvasRenderUtils(canvas.width, canvas.height);
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+ let ctx = null;
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+ const init = () => {
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+ ctx = canvas.getContext('2d');
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+ if (!ctx) {
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+ renderEventHandlers.contextCreationError('Failed to create 2D rendering context');
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+ }
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+ };
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+ const render = (mask, frame, options) => {
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+ if (!ctx) {
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+ return;
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+ }
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+ ctx.clearRect(0, 0, canvas.width, canvas.height);
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+ const inputImage = utils.evaluateInput(frame);
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+ if (options.effects === 'blur' && options.backgroundBlurAmount) {
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+ utils.drawBlurEffect(canvas, inputImage, mask, options.foregroundThreshold, options.backgroundBlurAmount, options.edgeBlurAmount);
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+ }
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+ else if (options?.effects === 'overlay' && options.backgroundImage) {
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+ utils.drawOverlayEffect(canvas, inputImage, options.backgroundImage, mask, options.foregroundThreshold, 0, options.edgeBlurAmount);
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+ }
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+ };
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+ const cleanup = () => {
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+ utils.reset();
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+ ctx = null;
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+ };
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+ const release = () => {
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+ cleanup();
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+ };
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+ const isContextLost = () => {
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+ return !ctx || ctx.isContextLost();
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+ };
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+ return { init, render, release, isContextLost };
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+ };
@@ -2,7 +2,7 @@ import type { TextureInfo } from './types';
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  /**
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  * Blur provided frame
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  */
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- export declare const createBlurRenderer: (processor: OffscreenCanvas, pass: number, redOnly?: boolean) => {
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+ export declare const createBlurRenderer: (processor: OffscreenCanvas, redOnly?: boolean) => {
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  render: (frame: TextureInfo, pass: number) => TextureInfo;
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  release: () => void;
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  };
@@ -5,11 +5,12 @@ import { m3 } from '../../m3';
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  import { createFrameBuffer, createGLProgram, createMaskTexture, createRGBAFrameTexture, } from './webglUtils';
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  import vertexSrc from './shaders/matrix.vert';
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  import fragmentSrc from './shaders/dualFilterBlur.frag';
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- const clampBlurAmount = clamping(1, 9);
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+ const MAX_BLUR_LEVEL = 9;
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+ const clampBlurAmount = clamping(1, MAX_BLUR_LEVEL);
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  /**
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  * Blur provided frame
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  */
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- export const createBlurRenderer = (processor, pass, redOnly = false) => {
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+ export const createBlurRenderer = (processor, redOnly = false) => {
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  const { gl, program, attribLocations, uniformLocations, floatSingleChannelSupported, floatFullChannelSupported, release, } = createGLProgram(processor, {
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  attribs: {
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  position: 'a_position',
@@ -62,23 +63,19 @@ export const createBlurRenderer = (processor, pass, redOnly = false) => {
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  };
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  const createFramebufferAndTexture = (idx) => {
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  // Avoid fractional value
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- const width = Math.trunc(processor.width / 2 ** idx);
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- const height = Math.trunc(processor.height / 2 ** idx);
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+ const width = Math.max(Math.trunc(processor.width / 2 ** idx), 1);
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+ const height = Math.max(Math.trunc(processor.height / 2 ** idx), 1);
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  const texture = redOnly
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  ? createMaskTexture(gl, width, height, true, floatSingleChannelSupported, floatFullChannelSupported)
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  : createRGBAFrameTexture(gl, width, height, true, floatFullChannelSupported);
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  const frameBuffer = createFrameBuffer(gl, texture);
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  return { texture, frameBuffer, width, height };
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  };
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- const generateBlurBuffers = (pass, offset = 0) => {
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- const length = Math.max(clampBlurAmount(offset + pass) - offset, 0);
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- return Array.from({
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- length,
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- }).map((_, currentIdx) => createFramebufferAndTexture(offset + currentIdx));
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- };
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- // Generate multiple FrameBuffers, textures and the widths and heights are of size
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+ // Allocate all levels upfront, textures and the widths and heights are of size
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  // of half of the previous one. E.g. 640x480 -> 320x240 -> 160x120 -> 80x60
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- const blurBuffers = generateBlurBuffers(pass + 1);
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+ const blurBuffers = Array.from({
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+ length: MAX_BLUR_LEVEL,
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+ }).map((_, currentIdx) => createFramebufferAndTexture(currentIdx));
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  return {
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  render: (frame, pass) => {
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  assert(!gl.isContextLost(), RENDERING_EVENTS.ContextLost);
@@ -98,18 +95,7 @@ export const createBlurRenderer = (processor, pass, redOnly = false) => {
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  // Dual filter blur
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  // Downsampling
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  gl.uniform1i(uniformLocations.downsampling, 1);
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- // Adjust pass number accordingly
102
- const currentPass = pass + 1;
103
- if (currentPass > blurBuffers.length) {
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- for (const buffer of generateBlurBuffers(currentPass - blurBuffers.length, blurBuffers.length)) {
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- blurBuffers.push(buffer);
106
- }
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- }
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- while (currentPass < blurBuffers.length) {
109
- const buffer = blurBuffers.pop();
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- gl.deleteTexture(buffer?.texture ?? null);
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- gl.deleteFramebuffer(buffer?.frameBuffer ?? null);
112
- }
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+ const currentPass = clampBlurAmount(pass + 1);
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  // Skip the first pass
114
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  for (let i = 1; i < currentPass; i++) {
115
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  const { frameBuffer = null, texture = null, width = processor.width, height = processor.height, } = blurBuffers[i] ?? {};
@@ -134,7 +120,7 @@ export const createBlurRenderer = (processor, pass, redOnly = false) => {
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  // Upsampling
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  gl.uniform1i(uniformLocations.downsampling, 0);
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  // Skip the first pass
137
- for (let i = pass - 1; i >= 0; i--) {
123
+ for (let i = currentPass - 2; i >= 0; i--) {
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  const { frameBuffer = null, texture = null, width = processor.width, height = processor.height, } = blurBuffers[i] ?? {};
139
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  // console.log(`Drawing upsampling pass ${i}, ${width}x${height}`);
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  // Setup to draw to the frame buffer
@@ -1,5 +1,5 @@
1
1
  import { assert } from '@pexip/utils';
2
- import { BACKGROUND_BLUR_AMOUNT, PROCESSING_HEIGHT, PROCESSING_WIDTH, RENDERING_EVENTS, STRONG_EDGE_BLUR_AMOUNT, } from '../../constants';
2
+ import { PROCESSING_HEIGHT, PROCESSING_WIDTH, RENDERING_EVENTS, STRONG_EDGE_BLUR_AMOUNT, } from '../../constants';
3
3
  import { createLazyProps, handleWebGLContextLoss } from '../../utils';
4
4
  import { createBinaryMaskRenderer } from './binaryMask';
5
5
  import { createBlendRenderer } from './blender';
@@ -25,7 +25,7 @@ export const createRenderer = (renderEventHandlers, canvas = new OffscreenCanvas
25
25
  const rendererCreator = {
26
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  backgroundImageRenderer: () => createTextureRenderer(canvas, false),
27
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  blendRenderer: () => createBlendRenderer(canvas),
28
- blurRenderer: () => createBlurRenderer(canvas, BACKGROUND_BLUR_AMOUNT),
28
+ blurRenderer: () => createBlurRenderer(canvas),
29
29
  canvasRenderer: () => createCanvasRenderer(canvas),
30
30
  frameDownsampler2: () => createTextureToTextureRenderer(canvas, false, true, halfWidth, halfHeight),
31
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  frameDownsampler4: () => createTextureToTextureRenderer(canvas, false, true, quarterWidth, quarterHeight),
@@ -34,9 +34,9 @@ export const createRenderer = (renderEventHandlers, canvas = new OffscreenCanvas
34
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  jointBilateralFilterRenderer2: () => createJointBilateralFilterRenderer(canvas, halfWidth, halfHeight),
35
35
  jointBilateralFilterRenderer4: () => createJointBilateralFilterRenderer(canvas, quarterWidth, quarterHeight),
36
36
  jointBilateralFilterRenderer: () => createJointBilateralFilterRenderer(canvas, canvas.width, canvas.height),
37
- lightWrapBlurRenderer: () => createBlurRenderer(canvas, BACKGROUND_BLUR_AMOUNT),
37
+ lightWrapBlurRenderer: () => createBlurRenderer(canvas),
38
38
  maskBlurRenderer: () => createTentBlurRenderer(canvas, canvas.width, canvas.height),
39
- strongMaskBlurRenderer: () => createBlurRenderer(canvas, STRONG_EDGE_BLUR_AMOUNT),
39
+ strongMaskBlurRenderer: () => createBlurRenderer(canvas),
40
40
  maskDownsampler2: () => createTextureToTextureRenderer(canvas, true, false, halfWidth, halfHeight),
41
41
  maskDownsampler4: () => createTextureToTextureRenderer(canvas, true, false, quarterWidth, quarterHeight),
42
42
  maskRenderer: () => createTextureRenderer(canvas, true),
@@ -2,7 +2,8 @@ import { assert } from '@pexip/utils';
2
2
  import { RENDERING_EVENTS } from '../../constants';
3
3
  import blurComputeShader from './shaders/dualBlurComputeShader.wgsl';
4
4
  import { clamping } from '../../utils';
5
- const clampBlurAmount = clamping(1, 9);
5
+ const MAX_BLUR_LEVEL = 9;
6
+ const clampBlurAmount = clamping(1, MAX_BLUR_LEVEL);
6
7
  export const createBlurRenderer = (device, width, height, textureFormat, isContextLost) => {
7
8
  const shaderModule = device.createShaderModule({
8
9
  label: 'dual blur compute shader',
@@ -34,103 +35,80 @@ export const createBlurRenderer = (device, width, height, textureFormat, isConte
34
35
  addressModeU: 'clamp-to-edge',
35
36
  addressModeV: 'clamp-to-edge',
36
37
  });
37
- // Helper to create a texture of given size
38
- const createTexture = (w, h) => device.createTexture({
39
- label: 'dual filter blur texture',
40
- format: textureFormat,
41
- size: [w, h],
42
- usage: GPUTextureUsage.TEXTURE_BINDING |
43
- GPUTextureUsage.RENDER_ATTACHMENT,
44
- });
45
- // --- State for persistent textures and bind groups ---
46
- let blurTextures = [];
47
- let lastWidth = -1;
48
- let lastHeight = -1;
49
- let downsampleRenderPassDescriptor = [];
50
- let upsampleRenderPassDescriptor = [];
51
- let downsampleBindGroups = [];
52
- let upsampleBindGroups = [];
38
+ // Allocate all levels upfront at max blur depth
39
+ const blurTextures = [];
40
+ for (let i = 0; i < MAX_BLUR_LEVEL; i++) {
41
+ const w = Math.max(Math.trunc(width / 2 ** i), 1);
42
+ const h = Math.max(Math.trunc(height / 2 ** i), 1);
43
+ const texture = device.createTexture({
44
+ label: `dual filter blur texture level ${i}`,
45
+ format: textureFormat,
46
+ size: [w, h],
47
+ usage: GPUTextureUsage.TEXTURE_BINDING |
48
+ GPUTextureUsage.RENDER_ATTACHMENT,
49
+ });
50
+ blurTextures.push({
51
+ texture,
52
+ view: texture.createView(),
53
+ width: w,
54
+ height: h,
55
+ });
56
+ }
57
+ // Pre-create all downsample bind groups: blurTextures[i-1] → blurTextures[i]
58
+ const downsampleBindGroups = [];
59
+ const downsampleRenderPassDescriptors = [];
60
+ for (let i = 2; i < MAX_BLUR_LEVEL; i++) {
61
+ const src = blurTextures[i - 1];
62
+ const dst = blurTextures[i];
63
+ assert(src);
64
+ assert(dst);
65
+ downsampleBindGroups.push(device.createBindGroup({
66
+ layout: downsamplePipeline.getBindGroupLayout(0),
67
+ entries: [
68
+ { binding: 0, resource: sampler },
69
+ { binding: 1, resource: src.view },
70
+ ],
71
+ }));
72
+ downsampleRenderPassDescriptors.push({
73
+ label: `downsample render pass ${i}`,
74
+ colorAttachments: [
75
+ { loadOp: 'load', storeOp: 'store', view: dst.view },
76
+ ],
77
+ });
78
+ }
79
+ // Pre-create all upsample bind groups: blurTextures[i+1] → blurTextures[i]
80
+ // Index 0 = deepest pair (MAX_BLUR_LEVELS-1 → MAX_BLUR_LEVEL-2)
81
+ const upsampleBindGroups = [];
82
+ const upsampleRenderPassDescriptors = [];
83
+ for (let i = MAX_BLUR_LEVEL - 2; i >= 0; i--) {
84
+ const src = blurTextures[i + 1];
85
+ const dst = blurTextures[i];
86
+ assert(src);
87
+ assert(dst);
88
+ upsampleBindGroups.push(device.createBindGroup({
89
+ layout: upsamplePipeline.getBindGroupLayout(0),
90
+ entries: [
91
+ { binding: 0, resource: sampler },
92
+ { binding: 1, resource: src.view },
93
+ ],
94
+ }));
95
+ upsampleRenderPassDescriptors.push({
96
+ label: `upsample render pass ${i}`,
97
+ colorAttachments: [
98
+ { loadOp: 'load', storeOp: 'store', view: dst.view },
99
+ ],
100
+ });
101
+ }
53
102
  let cacheFrameTexture = null;
54
103
  let cacheFirstDownsampleBindGroup = null;
55
104
  let cacheFirstDownsampleRenderPassDescriptor = null;
56
- // Helper to (re)generate textures and bind groups if needed
57
- function ensureBlurTextures(pass, frameWidth, frameHeight) {
58
- const length = clampBlurAmount(pass + 1);
59
- if (blurTextures.length !== length ||
60
- lastWidth !== frameWidth ||
61
- lastHeight !== frameHeight) {
62
- // Destroy old textures
63
- for (const t of blurTextures) {
64
- t.texture.destroy();
65
- }
66
- blurTextures = [];
67
- downsampleBindGroups = [];
68
- downsampleRenderPassDescriptor = [];
69
- upsampleBindGroups = [];
70
- // Invalidate frame cache since firstDst view has changed
71
- cacheFrameTexture = null;
72
- cacheFirstDownsampleBindGroup = null;
73
- for (let i = 0; i < length; i++) {
74
- const w = Math.max(Math.trunc(frameWidth / 2 ** i), 1);
75
- const h = Math.max(Math.trunc(frameHeight / 2 ** i), 1);
76
- const texture = createTexture(w, h);
77
- blurTextures.push({
78
- texture,
79
- view: texture.createView(),
80
- width: w,
81
- height: h,
82
- });
83
- }
84
- // Pre-create downsample bind groups: blurTextures[i-1] → blurTextures[i]
85
- for (let i = 2; i < blurTextures.length; i++) {
86
- const src = blurTextures[i - 1];
87
- const dst = blurTextures[i];
88
- assert(src);
89
- assert(dst);
90
- downsampleBindGroups.push(device.createBindGroup({
91
- layout: downsamplePipeline.getBindGroupLayout(0),
92
- entries: [
93
- { binding: 0, resource: sampler },
94
- { binding: 1, resource: src.view },
95
- ],
96
- }));
97
- downsampleRenderPassDescriptor.push({
98
- label: `downsample render pass ${i}`,
99
- colorAttachments: [
100
- { loadOp: 'load', storeOp: 'store', view: dst.view },
101
- ],
102
- });
103
- }
104
- // Pre-create upsample bind groups: blurTextures[i+1] → blurTextures[i]
105
- // Filled in descending order so upsampleBindGroups[0] is the deepest pair.
106
- for (let i = blurTextures.length - 2; i >= 0; i--) {
107
- const src = blurTextures[i + 1];
108
- const dst = blurTextures[i];
109
- assert(src);
110
- assert(dst);
111
- upsampleBindGroups.push(device.createBindGroup({
112
- layout: upsamplePipeline.getBindGroupLayout(0),
113
- entries: [
114
- { binding: 0, resource: sampler },
115
- { binding: 1, resource: src.view },
116
- ],
117
- }));
118
- upsampleRenderPassDescriptor.push({
119
- label: `upsample render pass ${i}`,
120
- colorAttachments: [
121
- { loadOp: 'load', storeOp: 'store', view: dst.view },
122
- ],
123
- });
124
- }
125
- lastWidth = frameWidth;
126
- lastHeight = frameHeight;
127
- }
128
- }
129
105
  return {
130
106
  render: (encoder, frame, pass) => {
131
107
  assert(!isContextLost(), RENDERING_EVENTS.ContextLost);
132
- // Ensure textures and bind groups are up-to-date
133
- ensureBlurTextures(pass, width, height);
108
+ if (!pass) {
109
+ return frame;
110
+ }
111
+ const length = clampBlurAmount(pass + 1);
134
112
  const firstDst = blurTextures[1];
135
113
  assert(firstDst);
136
114
  // Cache the first downsample bind group (frame → blurTextures[1])
@@ -158,34 +136,34 @@ export const createBlurRenderer = (device, width, height, textureFormat, isConte
158
136
  firstComputePass.draw(3);
159
137
  firstComputePass.end();
160
138
  // Subsequent downsampling passes: blurTextures[i-1] → blurTextures[i]
161
- for (let i = 2; i < blurTextures.length; i++) {
139
+ for (let i = 2; i < length; i++) {
162
140
  const dst = blurTextures[i];
163
141
  assert(dst);
164
142
  // downsampleBindGroups[i-1] covers blurTextures[i-1] → blurTextures[i]
165
143
  const bindGroup = downsampleBindGroups[i - 2];
166
- const renderPassDescriptor = downsampleRenderPassDescriptor[i - 2];
144
+ const renderPassDescriptor = downsampleRenderPassDescriptors[i - 2];
167
145
  assert(bindGroup);
168
146
  assert(renderPassDescriptor);
169
- const pass = encoder.beginRenderPass(renderPassDescriptor);
170
- pass.setPipeline(downsamplePipeline);
171
- pass.setBindGroup(0, bindGroup);
172
- pass.draw(3);
173
- pass.end();
147
+ const renderPass = encoder.beginRenderPass(renderPassDescriptor);
148
+ renderPass.setPipeline(downsamplePipeline);
149
+ renderPass.setBindGroup(0, bindGroup);
150
+ renderPass.draw(3);
151
+ renderPass.end();
174
152
  }
175
153
  // Upsampling passes (deepest level first, up to blurTextures[0])
176
- for (let i = 0; i < upsampleBindGroups.length; i++) {
177
- const dstIdx = blurTextures.length - 2 - i;
178
- const dst = blurTextures[dstIdx];
179
- assert(dst);
154
+ // upsampleBindGroups are indexed from deepest (MAX-2 MAX-1) at [0]
155
+ // We need to start from the pair ending at `length-1` and go up to 0
156
+ const upsampleStartIdx = MAX_BLUR_LEVEL - 1 - (length - 1);
157
+ for (let i = upsampleStartIdx; i < upsampleBindGroups.length; i++) {
180
158
  const bindGroup = upsampleBindGroups[i];
181
- const renderPassDescriptor = upsampleRenderPassDescriptor[i];
159
+ const renderPassDescriptor = upsampleRenderPassDescriptors[i];
182
160
  assert(bindGroup);
183
161
  assert(renderPassDescriptor);
184
- const pass = encoder.beginRenderPass(renderPassDescriptor);
185
- pass.setPipeline(upsamplePipeline);
186
- pass.setBindGroup(0, bindGroup);
187
- pass.draw(3);
188
- pass.end();
162
+ const renderPass = encoder.beginRenderPass(renderPassDescriptor);
163
+ renderPass.setPipeline(upsamplePipeline);
164
+ renderPass.setBindGroup(0, bindGroup);
165
+ renderPass.draw(3);
166
+ renderPass.end();
189
167
  }
190
168
  const finalTexture = blurTextures[0];
191
169
  assert(finalTexture);
@@ -195,13 +173,14 @@ export const createBlurRenderer = (device, width, height, textureFormat, isConte
195
173
  for (const t of blurTextures) {
196
174
  t.texture.destroy();
197
175
  }
198
- blurTextures = [];
199
- downsampleRenderPassDescriptor = [];
200
- upsampleRenderPassDescriptor = [];
201
- downsampleBindGroups = [];
202
- upsampleBindGroups = [];
176
+ blurTextures.length = 0;
177
+ downsampleBindGroups.length = 0;
178
+ downsampleRenderPassDescriptors.length = 0;
179
+ upsampleBindGroups.length = 0;
180
+ upsampleRenderPassDescriptors.length = 0;
203
181
  cacheFrameTexture = null;
204
182
  cacheFirstDownsampleBindGroup = null;
183
+ cacheFirstDownsampleRenderPassDescriptor = null;
205
184
  },
206
185
  };
207
186
  };
@@ -1,4 +1,23 @@
1
- import type { Segmentation } from './types/media';
1
+ /**
2
+ * Create a reusable converter that transforms a single-channel mask into
3
+ * RGBA ImageData with values written into the alpha channel.
4
+ * The returned function reuses the same ImageData buffer across calls.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * const toAlphaMask = createAlphaMaskConverter();
9
+ * const imageData = toAlphaMask(mask);
10
+ * ctx.putImageData(imageData, 0, 0);
11
+ * ```
12
+ */
13
+ export declare const createAlphaMaskConverter: () => (mask: {
14
+ getAsUint8Array(): Uint8Array;
15
+ width: number;
16
+ height: number;
17
+ }) => ImageData;
18
+ export declare const createCpuMaskRenderer: (canvas: OffscreenCanvas) => {
19
+ render: (imageData: ImageData) => void;
20
+ };
2
21
  declare const INTERNAL_CANVAS_KEYS: {
3
22
  readonly drawImageDataCanvas: "drawImageDataCanvas";
4
23
  readonly maskCanvas: "maskCanvas";
@@ -52,12 +71,12 @@ export declare const clearCanvas: (canvas: OffscreenCanvas) => void;
52
71
  export declare const createCanvasRenderUtils: (processingWidth: number, processingHeight: number) => {
53
72
  evaluateInput: (inputImage: CanvasImageSource) => OffscreenCanvas;
54
73
  renderImageToCanvas: (image: CanvasImageSource, canvas: OffscreenCanvas, dw?: number, dh?: number, options?: CanvasRenderingContext2DOptions) => void;
55
- drawBlurEffect: (canvas: OffscreenCanvas, inputImage: CanvasImageSource, segmentations: Segmentation | Segmentation[], foregroundThreshold?: number, backgroundBlurAmount?: number, edgeBlurAmount?: number, flipHorizontal?: boolean) => void;
56
- drawOverlayEffect: (canvas: OffscreenCanvas, inputImage: CanvasImageSource, backgroundImage: CanvasImageSource | OffscreenCanvas, segmentations: Segmentation | Segmentation[], foregroundThreshold?: number, backgroundBlurAmount?: number, edgeBlurAmount?: number, flipHorizontal?: boolean) => void;
74
+ drawBlurEffect: (canvas: OffscreenCanvas, inputImage: CanvasImageSource, mask: CanvasImageSource | OffscreenCanvas, foregroundThreshold?: number, backgroundBlurAmount?: number, edgeBlurAmount?: number, flipHorizontal?: boolean) => void;
75
+ drawOverlayEffect: (canvas: OffscreenCanvas, inputImage: CanvasImageSource, backgroundImage: CanvasImageSource | OffscreenCanvas, mask: CanvasImageSource | OffscreenCanvas, foregroundThreshold?: number, backgroundBlurAmount?: number, edgeBlurAmount?: number, flipHorizontal?: boolean) => void;
57
76
  renderImageToOffScreenCanvas: (image: CanvasImageSource, canvasName: keyof InternalCanvases) => OffscreenCanvas;
58
77
  renderImageDataToOffScreenCanvas: (image: ImageData, canvasName: keyof InternalCanvases) => OffscreenCanvas;
59
78
  drawAndBlurImageOnOffScreenCanvas: ({ image, blurAmount, offscreenCanvasName, preserveOldDrawing, }: {
60
- image: CanvasImageSource;
79
+ image: CanvasImageSource | OffscreenCanvas;
61
80
  blurAmount: number;
62
81
  offscreenCanvasName: keyof InternalCanvases;
63
82
  preserveOldDrawing?: boolean;