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# Introduction
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In hb-subset serialization is the process of writing the subsetted font
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tables out to actual bytes in the final format. All serialization works
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through an object called the serialize context
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([hb_serialize_context_t](https://github.com/harfbuzz/harfbuzz/blob/main/src/hb-serialize.hh)).
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Internally the serialize context holds a fixed size memory buffer. For simple
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tables the final bytes are written into the buffer sequentially to produce
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the final serialized bytes.
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## Simple Tables
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Simple tables are tables that do not use offset graphs.
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To write a struct into the serialization context, first you call an
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allocation method on the context which requests a writable array of bytes of
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a fixed size. If the requested array will not exceed the bounds of the fixed
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buffer the serializer will return a pointer to the next unwritten portion
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of the buffer. Then the struct is cast onto the returned pointer and values
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are written to the structs fields.
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Internally the serialization context ends up looking like:
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```
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+-------+-------+-----+-------+--------------+
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| Obj 1 | Obj 2 | ... | Obj N | Unused Space |
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+-------+-------+-----+-------+--------------+
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```
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Here Obj N, is the object currently being written.
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## Complex Tables
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Complex tables are made up of graphs of objects, where offset's are used
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Fixed various misc. typos
Found via `codespell -q 3 -S ./perf/texts -L actualy,als,ba,beng,clen,crasher,dependant,eachother,fo,gir,inout,ist,nd,ned,ot,pres,ro,statics,te,teh,timne`
3 years ago
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to form the edges of the graphs. Each object is a continuous slice of bytes
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that contains zero or more offsets pointing to more objects.
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In this case the serialization buffer has a different layout:
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```
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|- in progress objects -| |--- packed objects --|
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+-----------+-----------+--------------+-------+-----+-------+
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| Obj n+2 | Obj n+1 | Unused Space | Obj n | ... | Obj 0 |
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+-----------+-----------+--------------+-------+-----+-------+
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|-----------------------> <---------------------|
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```
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The buffer holds two stacks:
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1. In progress objects are held in a stack starting from the start of buffer
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that grows towards the end of the buffer.
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2. Packed objects are held in a stack that starts at the end of the buffer
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and grows towards the start of the buffer.
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Once the object on the top of the in progress stack is finished being written
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its bytes are popped from the in progress stack and copied to the top of
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the packed objects stack. In the example above, finalizing Obj n+1
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would result in the following state:
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```
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+---------+--------------+---------+-------+-----+-------+
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| Obj n+2 | Unused Space | Obj n+1 | Obj n | ... | Obj 0 |
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+---------+--------------+---------+-------+-----+-------+
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```
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Each packed object is associated with an ID, it's zero based position in the packed
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objects stack. In this example Obj 0, would have an ID of 0.
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During serialization offsets that link from one object to another are stored
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using object ids. The serialize context maintains a list of links between
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objects. Each link records the parent object id, the child object id, the position
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of the offset field within the parent object, and the width of the offset.
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Links are always added to the current in progress object and you can only link too
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objects that have been packed and thus have an ID.
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### Object De-duplication
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An important optimization in packing offset graphs is de-duplicating equivalent objects. If you
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have two or more parent objects that point to child objects that are equivalent then you only need
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to encode the child once and can have the parents point to the same child. This can significantly
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reduce the final size of a serialized graph.
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During packing of an inprogress object the serialization context checks if any existing packed
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objects are equivalent to the object being packed. Here equivalence means the object has the
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exact same bytes and all of it's links are equivalent. If an equivalent object is found the
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in progress object is discarded and not copied to the packed object stack. The object id of
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the equivalent object is instead returned. Thus parent objects will then link to the existing
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equivalent object.
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To find equivalent objects the serialization context maintains a hashmap from object to the canonical
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object id.
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### Link Resolution
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Once all objects have been packed the next step is to assign actual values to all of the offset
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fields. Prior to this point all links in the graph have been recorded using object id's. For each
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link the resolver computes the offset between the parent and child and writes the offset into
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the serialization buffer at the appropriate location.
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### Offset Overflow Resolution
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If during link resolution the resolver finds that an offsets value would exceed what can be encoded
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in that offset field link resolution is aborted and the offset overflow resolver is invoked.
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That process is documented [here](reapcker.md).
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### Example of Complex Serialization
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If we wanted to serialize the following graph:
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```
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a--b--d
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\ /
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c
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```
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Serializer would be called like this:
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```c++
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hb_serialize_context_t ctx;
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struct root {
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char name;
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Offset16To<child> child_1;
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Offset16To<child> child_2;
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}
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struct child {
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char name;
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Offset16To<char> leaf;
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}
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// Object A.
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ctx->push();
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root* a = ctx->start_embed<root> ();
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ctx->extend_min (a);
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a->name = 'a';
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// Object B.
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ctx->push();
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child* b = ctx->start_embed<child> ();
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ctx->extend_min (b);
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b->name = 'b';
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// Object D.
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ctx->push();
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*ctx->allocate_size<char> (1) = 'd';
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unsigned d_id = ctx->pop_pack ();
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ctx->add_link (b->leaf, d_id);
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unsigned b_id = ctx->pop_pack ();
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// Object C
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ctx->push();
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child* c = ctx->start_embed<child> ();
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ctx->extend_min (c);
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c->name = 'c';
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// Object D.
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ctx->push();
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*ctx->allocate_size<char> (1) = 'd';
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d_id = ctx->pop_pack (); // Serializer will automatically de-dup this with the previous 'd'
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ctx->add_link (c->leaf, d_id);
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unsigned c_id = ctx->pop_pack ();
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// Object A's links:
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ctx->add_link (a->child_1, b_id);
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ctx->add_link (a->child_2, c_id);
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ctx->pop_pack ();
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ctx->end_serialize ();
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```
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