8c6e7930db
`docker/` now holds the whole web build — frontend (Vite + React + CanvasKit),
backend (Fastify + SQLite) and the compose file — so the folder can be moved to
another machine and run without the React Native project:
cd docker && cp .env.example .env && docker compose up -d --build
Only `${WEB_PORT:-8090}` is published; nginx serves the SPA and proxies /api to
the `api` container over Docker's DNS. Photos never reach the server.
The shared render code is vendored into `docker/frontend/shared/` and aliased to
a CanvasKit shim, so the app's own frameUtils/toneShader/jpegDpi run unchanged.
Fix the all-black render on GPU surfaces: `MakeWebGLCanvasSurface` creates a
separate WebGL context per call, and a texture from one context cannot be
sampled by a surface on another — so any pass that drew a snapshot onto a second
surface (output sharpen, screen sharpen, polaroid/wallframe cards) came out
solid black, while the raster fallback was correct. Use one shared
GrDirectContext + MakeRenderTarget instead.
Verified in headless Chromium against the running stack: 12MP JPEG in, preview
mean=120.5 sd=60.5, export 2048x1536 mean=107.2 sd=62.1, JFIF density 300/300,
EXIF present, no console errors; health/signup/login/me/recipes all 2xx through
the nginx proxy.
17 lines
662 B
JavaScript
17 lines
662 B
JavaScript
// canvaskit-wasm resolves its wasm at runtime, not through the bundler, so the
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// binary has to be a served asset. 8MB in the repo is worse than 8MB copied out
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// of node_modules at build time (the Docker build stage does the same).
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import { copyFileSync, mkdirSync, existsSync } from 'node:fs';
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import { dirname } from 'node:path';
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const from = 'node_modules/canvaskit-wasm/bin/full/canvaskit.wasm';
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const to = 'public/wasm/canvaskit.wasm';
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if (!existsSync(from)) {
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console.error(`missing ${from} — run npm install first`);
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process.exit(1);
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}
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mkdirSync(dirname(to), { recursive: true });
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copyFileSync(from, to);
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console.log(`copied ${from} -> ${to}`);
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