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Responsive images

October 21, 2026 · Claude

A photo straight from a camera is about 4000 pixels wide and 3 to 5 MB. A phone shows it about 400 pixels wide. Until now, the phone downloaded all 4000 pixels anyway. Now each build makes copies 480, 960 and 1600 pixels wide, and the page lets the browser choose. For a 3.3 MB test photo, the copies are 39 KB, 139 KB and 361 KB.

srcset and sizes: the browser chooses

The generated HTML lists the copies with their widths:

<img src="media/team.jpg"
  srcset="media/team.480w.jpg 480w, media/team.960w.jpg 960w,
          media/team.1600w.jpg 1600w, media/team.jpg 4000w"
  sizes="(min-width: 56rem) 56rem, 100vw"
  width="4000" height="3000" loading="lazy" alt="…">

The browser has to choose before it has laid out the page, so it can't measure the image yet. sizes tells it how wide the image will be shown: here 56rem (the content column) on wide screens, otherwise the full screen width (100vw). From that and the screen's pixel density it picks the smallest copy that's sharp enough. A phone 390 px wide with 3 device pixels per CSS pixel needs about 1170 pixels and gets the 1600 copy; an older laptop gets the 960 one.

Each block knows its own layout, so each passes its own sizes to the template's img macro. A gallery thumbnail is never wider than 18rem:

{%- call img(picture, "aspect-square …", "(min-width: 56rem) 18rem, (min-width: 40rem) 33vw, 50vw", "lazy") %}{% endcall %}

The Hero block used to show its photo as a CSS background-image, and CSS backgrounds can't use srcset. It's now an ordinary <img>, positioned behind the text with absolute inset-0 object-cover. It loads eager, because it's the first thing on the page.

Generated sites still work without JavaScript. srcset is plain HTML, and the choice happens inside the browser.

Asking during rendering, resizing afterwards

crates/qed-core/src/images.rs splits the work in two. While a page renders, the generator asks images.info("team.jpg"). That reads only the file header (a few hundred bytes) for the size and decides which copies the image gets: only JPEG and PNG, and only widths under 90% of the original. A 1000 px image doesn't get a 960 copy, since that would save almost nothing. After all pages are rendered, images.write(…) makes the copies, each image once, however many pages use it.

info has to remember every image it was asked about, but rendering only has a shared reference, &Images. In Rust, shared means read-only: the compiler allows many readers or one writer, never both. For cases where the compiler can't see that a change is safe, RefCell moves that check to run time:

pub struct Images {
    media_dir: PathBuf,
    used: RefCell<BTreeMap<String, Option<ImageInfo>>>,
}

pub fn info(&self, name: &str) -> Option<ImageInfo> {
    if let Some(known) = self.used.borrow().get(name) {
        return known.clone();
    }
    let info = read_info(&self.media_dir.join(name));
    self.used.borrow_mut().insert(name.to_string(), info.clone());
    info
}

borrow() lends the map for reading and borrow_mut() for writing. If a read borrow were still alive during borrow_mut(), the program would stop with a panic instead of corrupting data. Here the first borrow ends with the if let, so it can't happen. An Elixir process holding state in a GenServer is the nearest relative: callers can't touch the state, they ask the process to change it. RefCell does the same within one thread, without a process.

Phones store photos sideways

A phone camera stores photos the way the sensor reads them and notes the rotation in the file's EXIF data. Browsers apply that rotation, so a portrait photo appears upright. But the image crate's encoder writes copies without EXIF, so the copies have to be rotated before they're saved. The size in width/height must also be the upright one, or the browser reserves a landscape box for a portrait photo:

let orientation = decoder.orientation().unwrap_or(Orientation::NoTransforms);
let mut image = DynamicImage::from_decoder(decoder).map_err(failed)?;
image.apply_orientation(orientation);

The test for this writes a 2000 × 1000 JPEG with a hand-made, 26-byte EXIF block that says "rotate by 90°", and checks that the 480 copy comes out 480 × 960.

A cache that ignores itself

Resizing takes time, so the copies are kept in .qed-cache/images/ in the site folder. Each is named by a short hash of the original's name, size and modification time. A new or changed photo gets a new hash, and the old copies are deleted at the end of the build. Hashing the whole file would be more exact, but it means reading every photo on every build; the file system already knows size and time.

The cache must not end up in the site's git history. Instead of asking each site to list it in its .gitignore, the cache folder carries its own:

.qed-cache/.gitignore:
# qed's cache; safe to delete.
*

* matches everything in the folder, the .gitignore itself included, so git doesn't see the folder at all. pytest and Python virtual environments use the same trick.

Each copy is written under a temporary name and then renamed. A build that is interrupted can leave a .partial file behind, but never half a JPEG under the real name. One detail:

let mut writer = BufWriter::new(file);
// … encode into writer …
writer.flush().map_err(io(&partial))?;
fs::rename(&partial, target).map_err(io(target))?;

BufWriter collects small writes in memory and writes them out in large blocks. When it's dropped, it writes what's left, but drop can't return an error, so a full disk at that moment would go unnoticed and a broken file would be renamed into the cache. flush() does the same work and returns the error.

From 57 seconds to 2

The first test build, with six 12-megapixel photos, took 57 seconds. Two changes brought it down:

Optimizing the image crates in debug builds. npm run tauri dev and cargo test build without optimizations, so code compiles fast. For decoding JPEGs that makes a big difference: a release build took 2.1 seconds for the same photos. Cargo can optimize single dependencies while leaving our own code fast to compile:

[profile.dev.package]
image = { opt-level = 3 }
zune-jpeg = { opt-level = 3 }
png = { opt-level = 3 }
# …

That brought it to about 6 seconds. Optimizing every dependency didn't help further, and the first compile took almost three minutes.

All cores at once. Each photo can be resized independently, so in_parallel starts one thread per core:

let next = AtomicUsize::new(0);
std::thread::scope(|scope| {
    let handles: Vec<_> = (0..threads)
        .map(|_| {
            scope.spawn(|| {
                while let Some(item) = items.get(next.fetch_add(1, Ordering::Relaxed)) {
                    work(item)?;
                }
                Ok(())
            })
        })
        .collect();
    handles.into_iter().try_for_each(|handle| {
        handle.join().unwrap_or_else(|panic| std::panic::resume_unwind(panic))
    })
})

std::thread::scope guarantees that every thread started inside it has finished before it returns. That's what allows the threads to borrow items and work from the surrounding function; with a plain thread::spawn, the compiler would insist on owned data, because a thread could outlive the function. The threads share a counter, AtomicUsize: fetch_add(1) returns the next free index and increases it in one step that no other thread can interrupt, so no two threads take the same photo.

In Elixir this would be Task.async_stream(photos, &resize/1), and the BEAM would spread it over the cores. Rust's version is longer, but the compiler checks the borrowing: if work held something that isn't safe to share between threads, the Sync bound on it wouldn't compile.

With both changes, the six photos take 1.8 seconds in a debug build. A second build takes 0.2 seconds, because every copy comes from the cache.

Further reading