How can I detect support for WebP via Javascript? I'd like to use feature detection rather than browser detection if possible, but I can't find a way to do so. Modernizr (www.modernizr.com) doesn't check for it.
This is my solution - is taking around 6ms and I'm considering WebP is only a feature for a modern browser. Uses a different approach using canvas.toDataUrl() function instead of image as the way to detect the feature:
function support_format_webp()
{
var elem = document.createElement('canvas');
if (!!(elem.getContext && elem.getContext('2d')))
{
// was able or not to get WebP representation
return elem.toDataURL('image/webp').indexOf('data:image/webp') == 0;
}
else
{
// very old browser like IE 8, canvas not supported
return false;
}
}
supports-webp
–
Spook webp = e => document.createElement('canvas').toDataURL('image/webp').indexOf('data:image/webp') == 0;
–
Morrismorrison toDataURL('image/webp')
produces a PNG. –
Trager Official way by Google:
Since some old browsers have partial support for webp, so it is better to be more specific which webp feature you are trying to use & detect this specific feature, and here is Google's official recommendation for how to detect a specific webp feature:
// check_webp_feature:
// 'feature' can be one of 'lossy', 'lossless', 'alpha' or 'animation'.
// 'callback(feature, isSupported)' will be passed back the detection result (in an asynchronous way!)
function check_webp_feature(feature, callback) {
var kTestImages = {
lossy: "UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA",
lossless: "UklGRhoAAABXRUJQVlA4TA0AAAAvAAAAEAcQERGIiP4HAA==",
alpha: "UklGRkoAAABXRUJQVlA4WAoAAAAQAAAAAAAAAAAAQUxQSAwAAAARBxAR/Q9ERP8DAABWUDggGAAAABQBAJ0BKgEAAQAAAP4AAA3AAP7mtQAAAA==",
animation: "UklGRlIAAABXRUJQVlA4WAoAAAASAAAAAAAAAAAAQU5JTQYAAAD/////AABBTk1GJgAAAAAAAAAAAAAAAAAAAGQAAABWUDhMDQAAAC8AAAAQBxAREYiI/gcA"
};
var img = new Image();
img.onload = function () {
var result = (img.width > 0) && (img.height > 0);
callback(feature, result);
};
img.onerror = function () {
callback(feature, false);
};
img.src = "data:image/webp;base64," + kTestImages[feature];
}
Example Usage:
check_webp_feature('lossy', function (feature, isSupported) {
if (isSupported) {
// webp is supported,
// you can cache the result here if you want
}
});
Note that image-loading is non-blocking and asynchronous. This means that any code that depends on WebP support should preferably be put in the callback function.
Also note that other synchronous solutions won't work well with Firefox 65
I think something like this might work:
var hasWebP = false;
(function() {
var img = new Image();
img.onload = function() {
hasWebP = !!(img.height > 0 && img.width > 0);
};
img.onerror = function() {
hasWebP = false;
};
img.src = 'http://www.gstatic.com/webp/gallery/1.webp';
})();
In Firefox and IE, the "onload" handler just won't be called at all if the image can't be understood, and the "onerror" is called instead.
You didn't mention jQuery, but as an example of how to deal with the asynchronous nature of that check you could return a jQuery "Deferred" object:
function hasWebP() {
var rv = $.Deferred();
var img = new Image();
img.onload = function() { rv.resolve(); };
img.onerror = function() { rv.reject(); };
img.src = 'http://www.gstatic.com/webp/gallery/1.webp';
return rv.promise();
}
Then you could write:
hasWebP().then(function() {
// ... code to take advantage of WebP ...
}, function() {
// ... code to deal with the lack of WebP ...
});
A more advanced checker: http://jsfiddle.net/JMzj2/29/. This one loads images from a data URL and checks whether it loads successfully. Since WebP now also supports lossless images, you could check whether the current browser supports just lossy WebP or also lossless WebP. (Note: This implicitly also checks for data URL support.)
var hasWebP = (function() {
// some small (2x1 px) test images for each feature
var images = {
basic: "data:image/webp;base64,UklGRjIAAABXRUJQVlA4ICYAAACyAgCdASoCAAEALmk0mk0iIiIiIgBoSygABc6zbAAA/v56QAAAAA==",
lossless: "data:image/webp;base64,UklGRh4AAABXRUJQVlA4TBEAAAAvAQAAAAfQ//73v/+BiOh/AAA="
};
return function(feature) {
var deferred = $.Deferred();
$("<img>").on("load", function() {
// the images should have these dimensions
if(this.width === 2 && this.height === 1) {
deferred.resolve();
} else {
deferred.reject();
}
}).on("error", function() {
deferred.reject();
}).attr("src", images[feature || "basic"]);
return deferred.promise();
}
})();
var add = function(msg) {
$("<p>").text(msg).appendTo("#x");
};
hasWebP().then(function() {
add("Basic WebP available");
}, function() {
add("Basic WebP *not* available");
});
hasWebP("lossless").then(function() {
add("Lossless WebP available");
}, function() {
add("Lossless WebP *not* available");
});
Preferred solution in HTML5
<picture>
<source srcset="/path/to/image.webp" type="image/webp">
<img src="/path/to/image.jpg" alt="insert alt text here">
</picture>
type="image/webp"
is critical in order for browser to skip it if unknown format ! –
Shameful This is an old question, but Modernizr now supports Webp detection.
http://modernizr.com/download/
Look for img-webp
under Non-core detects.
Here's a version of James Westgate's answer in ES6.
function testWebP() {
return new Promise(res => {
const webP = new Image();
webP.src = 'data:image/webp;base64,UklGRjoAAABXRUJQVlA4IC4AAACyAgCdASoCAAIALmk0mk0iIiIiIgBoSygABc6WWgAA/veff/0PP8bA//LwYAAA';
webP.onload = webP.onerror = () => {
res(webP.height === 2);
};
})
};
testWebP().then(hasWebP => console.log(hasWebP));
FF64: false
FF65: true
Chrome: true
I love the synchronous answer from Rui Marques, but unfortunately FF65 still returns false despite having the ability to display WebP.
Here is code without having to request an image. Updated with qwerty's new fiddle.
function testWebP(callback) {
var webP = new Image();
webP.onload = webP.onerror = function () {
callback(webP.height == 2);
};
webP.src = 'data:image/webp;base64,UklGRjoAAABXRUJQVlA4IC4AAACyAgCdASoCAAIALmk0mk0iIiIiIgBoSygABc6WWgAA/veff/0PP8bA//LwYAAA';
};
testWebP(function(support) {
document.body.innerHTML = support ? 'Yeah man!' : 'Nope';
});
WebPJS uses smarter WebP support detection with no external images required: http://webpjs.appspot.com/
I've found webp support feature detect requires 300+ms when the page is JavaScript heavy. So I wrote a script with caching features:
- script cache
- localstorage cache
It will only detect once when user first accessing the page.
/**
* @fileOverview WebP Support Detect.
* @author ChenCheng<[email protected]>
*/
(function() {
if (this.WebP) return;
this.WebP = {};
WebP._cb = function(isSupport, _cb) {
this.isSupport = function(cb) {
cb(isSupport);
};
_cb(isSupport);
if (window.chrome || window.opera && window.localStorage) {
window.localStorage.setItem("webpsupport", isSupport);
}
};
WebP.isSupport = function(cb) {
if (!cb) return;
if (!window.chrome && !window.opera) return WebP._cb(false, cb);
if (window.localStorage && window.localStorage.getItem("webpsupport") !== null) {
var val = window.localStorage.getItem("webpsupport");
WebP._cb(val === "true", cb);
return;
}
var img = new Image();
img.src = "data:image/webp;base64,UklGRjoAAABXRUJQVlA4IC4AAACyAgCdASoCAAIALmk0mk0iIiIiIgBoSygABc6WWgAA/veff/0PP8bA//LwYAAA";
img.onload = img.onerror = function() {
WebP._cb(img.width === 2 && img.height === 2, cb);
};
};
WebP.run = function(cb) {
this.isSupport(function(isSupport) {
if (isSupport) cb();
});
};
})();
/* Here's a one-liner hack that works (without the use/need of any
externals...save bytes)...
Your CSS... */
body.no-webp .logo {
background-image: url('logo.png');
}
body.webp .logo {
background-image: url('logo.webp');
}
...
<body>
<!--
The following img tag is the *webp* support checker. I'd advise you use any
(small-sized) image that would be utilized on the current page eventually
(probably an image common to all your pages, maybe a logo) so that when
it'll be (really) used on the page, it'll be loaded from cache by the
browser instead of making another call to the server (for some other image
that won't be).
Sidebar: Using 'display: none' so it's not detected by screen readers and
so it's also not displayed (obviously). :)
-->
<img
style='display: none'
src='/path/to/low-sized-image.webp'
onload="this.parentNode.classList.add('webp')"
onerror="this.parentNode.classList.add('no-webp')"
/>
...
</body>
<!-- PS. It's my first answer on SO. Thank you. :) -->
WebP images with htaccess
Place the following in your .htaccess
file and jpg/png images will be replaced with WebP images if found in the same folder.
<IfModule mod_rewrite.c>
RewriteEngine On
# Check if browser support WebP images
RewriteCond %{HTTP_ACCEPT} image/webp
# Check if WebP replacement image exists
RewriteCond %{DOCUMENT_ROOT}/$1.webp -f
# Serve WebP image instead
RewriteRule (.+)\.(jpe?g|png)$ $1.webp [T=image/webp,E=accept:1]
</IfModule>
<IfModule mod_headers.c>
Header append Vary Accept env=REDIRECT_accept
</IfModule>
<IfModule mod_mime.c>
AddType image/webp .webp
</IfModule>
Read more here
here is a simple function with Promise based on Pointy's response
let webpSupport = undefined // so we won't have to create the image multiple times
const webp1Px = 'data:image/webp;base64,UklGRjoAAABXRUJQVlA4IC4AAACyAgCdASoCAAIALmk0mk0iIiIiIgBoSygABc6WWgAA/veff/0PP8bA//LwYAAA'
function isWebpSupported () {
if (webpSupport !== undefined) {
return Promise.resolve(webpSupport)
}
return new Promise((resolve, _reject) => {
const img = new Image()
img.onload = () => {
webpSupport = !!(img.height > 0 && img.width > 0);
resolve(webpSupport)
}
img.onerror = () => {
webpSupport = false
resolve(webpSupport)
}
img.src = webp1Px
})
}
My short version. I'm used it to give browser webP or jpg/png.
Google eat this, and old iphone ( suck-fari ) work great too!
function checkWebP(callback) {
var webP = new Image();
webP.onload = webP.onerror = function () {
callback(webP.height == 2);
};
webP.src = 'data:image/webp;base64,UklGRjoAAABXRUJQVlA4IC4AAACyAgCdASoCAAIALmk0mk0iIiIiIgBoSygABc6WWgAA/veff/0PP8bA//LwYAAA';
};
checkWebP(function(support) {
if(support) {
//Do what you whant =)
console.log('work webp');
}else{
//Do what you whant =)
console.log('not work, use jgp/png')
}
})
This is a hybrid HTML/Javascript method that will let you determine supported image types in order of preference (your preference). In this example it will return the first supported image type in the browser and checks AVIF, WebP, JpegXL and JPG.
<picture style="display:none;">
<source type=image/avif srcset="data:image/avif;base64,AAAAFGZ0eXBhdmlmAAAAAG1pZjEAAACgbWV0YQAAAAAAAAAOcGl0bQAAAAAAAQAAAB5pbG9jAAAAAEQAAAEAAQAAAAEAAAC8AAAAGwAAACNpaW5mAAAAAAABAAAAFWluZmUCAAAAAAEAAGF2MDEAAAAARWlwcnAAAAAoaXBjbwAAABRpc3BlAAAAAAAAAAQAAAAEAAAADGF2MUOBAAAAAAAAFWlwbWEAAAAAAAAAAQABAgECAAAAI21kYXQSAAoIP8R8hAQ0BUAyDWeeUy0JG+QAACANEkA= 1x">
<source type=image/webp srcset="data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA 1x">
<source type=image/jxl srcset="data:image/jxl;base64,/woAEBAJCAQBACwASxLFgoUJEP3D/wA= 1x">
<img onload=console.log(this.currentSrc.substring(this.currentSrc.indexOf(':')+1,this.currentSrc.indexOf(';'))) src="data:image/jpg;base64,/9j/4AAQSkZJRgABAQIAHAAcAAD/2wBDAAMDAwMDAwMDAwMEBAQEBAYFBQUFBgkGBwYHBgkOCAoICAoIDgwPDAsMDwwWEQ8PERYZFRQVGR4bGx4mJCYyMkP/wgALCAABAAEBAREA/8QAFAABAAAAAAAAAAAAAAAAAAAACf/aAAgBAQAAAABU/wD/xAAUEAEAAAAAAAAAAAAAAAAAAAAA/9oACAEBAAE/AH//2Q==">
</picture>
You can replace the log function with whatever you need.
Benefits of this approach will be:
- you don't have to create and query a bunch of objects in Javascript so it is efficient
- The browser doesn't have to fetch any images, they are encoded inline, so it is fast and synchronous. You can stick this in anywhere and have the answer in the next line without callbacks.
- The browser will only create an image result for the first supported line, so it is efficient.
- It's easy to add future image support by adding one line.
- You can order the images for whatever priority you will be using in your application.
- You can turn this into individual tests by pruning image types you don't care about.
- This should work even when the PICTURE element is not supported, but requires currentSrc, so IE11 will fail.. in which case just test for currentSrc in img or else assume JPG support is baked in always.
EDIT: removed the line break that got into the example, thanks.
There is a way to test webP support instantly. It's sync and accurate, so there is no need to wait for a callback to render images.
function testWebP = () => {
const canvas = typeof document === 'object' ?
document.createElement('canvas') : {};
canvas.width = canvas.height = 1;
return canvas.toDataURL ? canvas.toDataURL('image/webp').indexOf('image/webp') === 5 : false;
}
This method improved my rendering time dramatically
image/webp
but returns false in this case (but works on both Safari and Chrome correctly) –
Retuse Webp extension Detect And Replacement JavaScript:
async function supportsWebp() {
if (!self.createImageBitmap) return false;
const webpData = 'data:image/webp;base64,UklGRh4AAABXRUJQVlA4TBEAAAAvAAAAAAfQ//73v/+BiOh/AAA=';
const blob = await fetch(webpData).then(r => r.blob());
return createImageBitmap(blob).then(() => true, () => false);
}
(async () => {
if(await supportsWebp()) {
console.log('webp does support');
}
else {
$('#banners .item').each(function(){
var src=$(this).find('img').attr('src');
src = src.replace(".webp", ".jpg");
$(this).find('img').attr('src',src);
});
console.log('webp does not support');
}
})();
Improved version to handle Firefox based on Rui Marques. I added the scan for the different strings based on comments to that answer.
If this improvement is accepted by the community, it should be edited in to that answer.
function canUseWebP()
{
var elem = document.createElement('canvas');
if (!!(elem.getContext && elem.getContext('2d')))
{
var testString = (!(window.mozInnerScreenX == null)) ? 'png' : 'webp';
// was able or not to get WebP representation
return elem.toDataURL('image/webp').indexOf('data:image/' + testString) == 0;
}
// very old browser like IE 8, canvas not supported
return false;
}
Great news. It works in Safari.
document.addEventListener('DOMContentLoaded', function() {
testWebP(document.body)
})
function testWebP(elem) {
const webP = new Image();
webP.src = 'data:image/webp;base64,UklGRjoAAABXRUJQVlA4IC4AAACyAgCdASoCAAIALmk0mk0iIiIiIgBoSygABc6WWgAA/veff/0PP8bA//LwYAAA';
webP.onload = webP.onerror = function () {
webP.height === 2 ? elem.classList.add('webp-true') : elem.classList.add('webp-false')
}
console.log(webP)
}
A source: https://gist.github.com/Protoff/d6643387f03d47b44b2d7c3cf7b3e0a0
Official Google version using async:
// check_webp_feature:
// 'feature' can be one of 'lossy', 'lossless', 'alpha' or 'animation'.
async function check_webp_feature(feature) {
const kTestImages = {
lossy: "UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA",
lossless: "UklGRhoAAABXRUJQVlA4TA0AAAAvAAAAEAcQERGIiP4HAA==",
alpha: "UklGRkoAAABXRUJQVlA4WAoAAAAQAAAAAAAAAAAAQUxQSAwAAAARBxAR/Q9ERP8DAABWUDggGAAAABQBAJ0BKgEAAQAAAP4AAA3AAP7mtQAAAA==",
animation: "UklGRlIAAABXRUJQVlA4WAoAAAASAAAAAAAAAAAAQU5JTQYAAAD/////AABBTk1GJgAAAAAAAAAAAAAAAAAAAGQAAABWUDhMDQAAAC8AAAAQBxAREYiI/gcA",
};
const img = new Image();
return new Promise(resolve => {
img.addEventListener("load", () => resolve(img.width > 0 && img.height > 0));
img.addEventListener("error", () => resolve(false));
img.src = "data:image/webp;base64," + kTestImages[feature];
});
}
Example usage:
if (await check_webp_feature("lossy")) {
// webp is supported
});
Official version with more explanation:
https://developers.google.com/speed/webp/faq#in_your_own_javascript
Using @Pointy's answer this is for Angular 2+
:
import { Injectable } from '@angular/core';
import { Subject } from 'rxjs/Subject';
@Injectable()
export class ImageService {
private isWebpEnabledSource = new Subject<boolean>();
isWebpEnabledAnnounced$ = this.isWebpEnabledSource.asObservable();
isWebpEnabled() {
let webpImage = new Image();
webpImage.src = 'data:image/webp;base64,UklGRjIAAABXRUJQVlA4ICYAAACyAgCdASoCAAEALmk0mk0iIiIiIgBoSygABc6zbAAA/v56QAAAAA==';
webpImage.onload = () => {
if (webpImage.width === 2 && webpImage.height === 1) {
this.isWebpEnabledSource.next(true);
} else {
this.isWebpEnabledSource.next(false);
}
}
}
}
The above solutions may not work in safari and firefox. So I started looking for a more robust solution and stumbled upon a great library about webp support: webp-hero We can take only detectWebpSupport
function from this library:
var __awaiter = (this && this.__awaiter) || function(thisArg, _arguments, P, generator) {
function adopt(value) {
return value instanceof P ? value : new P(function(resolve) {
resolve(value);
});
}
return new(P || (P = Promise))(function(resolve, reject) {
function fulfilled(value) {
try {
step(generator.next(value));
} catch (e) {
reject(e);
}
}
function rejected(value) {
try {
step(generator["throw"](value));
} catch (e) {
reject(e);
}
}
function step(result) {
result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected);
}
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function(thisArg, body) {
var _ = {
label: 0,
sent: function() {
if (t[0] & 1) throw t[1];
return t[1];
},
trys: [],
ops: []
},
f, y, t, g;
return g = {
next: verb(0),
"throw": verb(1),
"return": verb(2)
}, typeof Symbol === "function" && (g[Symbol.iterator] = function() {
return this;
}), g;
function verb(n) {
return function(v) {
return step([n, v]);
};
}
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (_) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0:
case 1:
t = op;
break;
case 4:
_.label++;
return {
value: op[1],
done: false
};
case 5:
_.label++;
y = op[1];
op = [0];
continue;
case 7:
op = _.ops.pop();
_.trys.pop();
continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) {
_ = 0;
continue;
}
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) {
_.label = op[1];
break;
}
if (op[0] === 6 && _.label < t[1]) {
_.label = t[1];
t = op;
break;
}
if (t && _.label < t[2]) {
_.label = t[2];
_.ops.push(op);
break;
}
if (t[2]) _.ops.pop();
_.trys.pop();
continue;
}
op = body.call(thisArg, _);
} catch (e) {
op = [6, e];
y = 0;
} finally {
f = t = 0;
}
if (op[0] & 5) throw op[1];
return {
value: op[0] ? op[1] : void 0,
done: true
};
}
};
function detectWebpSupport() {
return __awaiter(this, void 0, void 0, function() {
var testImageSources, testImage, results;
return __generator(this, function(_a) {
switch (_a.label) {
case 0:
testImageSources = [
"data:image/webp;base64,UklGRjIAAABXRUJQVlA4ICYAAACyAgCdASoCAAEALmk0mk0iIiIiIgBoSygABc6zbAAA/v56QAAAAA==",
"data:image/webp;base64,UklGRh4AAABXRUJQVlA4TBEAAAAvAQAAAAfQ//73v/+BiOh/AAA="
];
testImage = function(src) {
return new Promise(function(resolve, reject) {
var img = document.createElement("img");
img.onerror = function(error) {
return resolve(false);
};
img.onload = function() {
return resolve(true);
};
img.src = src;
});
};
return [4 /*yield*/ , Promise.all(testImageSources.map(testImage))];
case 1:
results = _a.sent();
return [2 /*return*/ , results.every(function(result) {
return !!result;
})];
}
});
});
}
detectWebpSupport().then(d => console.log('does it support?', d))
//* WebP support checking import { useState, useEffect } from "react";
const WebpSupportCheck = (feature, callback) => {
var kTestImages = {
lossy: "UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA",
lossless: "UklGRhoAAABXRUJQVlA4TA0AAAAvAAAAEAcQERGIiP4HAA==",
alpha: "UklGRkoAAABXRUJQVlA4WAoAAAAQAAAAAAAAAAAAQUxQSAwAAAARBxAR/Q9ERP8DAABWUDggGAAAABQBAJ0BKgEAAQAAAP4AAA3AAP7mtQAAAA==",
animation: "UklGRlIAAABXRUJQVlA4WAoAAAASAAAAAAAAAAAAQU5JTQYAAAD/////AABBTk1GJgAAAAAAAAAAAAAAAAAAAGQAAABWUDhMDQAAAC8AAAAQBxAREYiI/gcA"
};
var img = new Image();
img.onload = function () {
var result = (img.width > 0) && (img.height > 0);
callback(feature, result);
};
img.onerror = function () {
callback(feature, false);
};
img.src = "data:image/webp;base64," + kTestImages[feature];
}
const IsWebpSupported = () => {
const [state, setState] = useState()
useEffect(() => {
WebpSupportCheck('lossy', function (feature, isSupported) {
if (isSupported) {
setState(true)
} else {
setState(false)
}
})
}, [state])
return state
}
export default IsWebpSupported
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now
: modernizr.com/download?webp-setclasses&q=webp – Truc