2019-03-05 15:45:40 +00:00
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// Adds compile-time JS functions to handle creation and flushing of wasm's offscreen buffer
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// to a visible element on the page.
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(function(DebuggerView){
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// Takes in an html id or a canvas element
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DebuggerView.MakeSWCanvasSurface = function(idOrElement) {
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2019-03-15 14:58:31 +00:00
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let canvas = idOrElement;
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2019-03-05 15:45:40 +00:00
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if (canvas.tagName !== 'CANVAS') {
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canvas = document.getElementById(idOrElement);
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if (!canvas) {
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throw 'Canvas with id ' + idOrElement + ' was not found';
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}
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}
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// Maybe better to use clientWidth/height. See:
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// https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html
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2019-03-15 14:58:31 +00:00
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let surface = DebuggerView.MakeSurface(canvas.width, canvas.height);
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2019-03-05 15:45:40 +00:00
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if (surface) {
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surface._canvas = canvas;
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}
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2019-03-15 14:58:31 +00:00
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console.log('Made HTML Canvas Surface');
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2019-03-05 15:45:40 +00:00
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return surface;
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};
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// Don't over-write the MakeCanvasSurface set by gpu.js if it exists.
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if (!DebuggerView.MakeCanvasSurface) {
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DebuggerView.MakeCanvasSurface = DebuggerView.MakeSWCanvasSurface;
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}
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DebuggerView.MakeSurface = function(width, height) {
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/* @dict */
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2019-03-15 14:58:31 +00:00
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let imageInfo = {
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2019-03-05 15:45:40 +00:00
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'width': width,
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'height': height,
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'colorType': DebuggerView.ColorType.RGBA_8888,
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// Since we are sending these pixels directly into the HTML canvas,
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// (and those pixels are un-premultiplied, i.e. straight r,g,b,a)
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'alphaType': DebuggerView.AlphaType.Unpremul,
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}
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2019-03-15 14:58:31 +00:00
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let pixelLen = width * height * 4; // it's 8888, so 4 bytes per pixel
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2019-03-05 15:45:40 +00:00
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// Allocate the buffer of pixels to be drawn into.
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2019-03-15 14:58:31 +00:00
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let pixelPtr = DebuggerView._malloc(pixelLen);
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2019-03-05 15:45:40 +00:00
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2019-03-15 14:58:31 +00:00
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let surface = this._getRasterDirectSurface(imageInfo, pixelPtr, width*4);
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2019-03-05 15:45:40 +00:00
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if (surface) {
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surface._canvas = null;
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surface._width = width;
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surface._height = height;
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surface._pixelLen = pixelLen;
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surface._pixelPtr = pixelPtr;
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// rasterDirectSurface does not initialize the pixels, so we clear them
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// to transparent black.
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surface.getCanvas().clear(DebuggerView.TRANSPARENT);
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}
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return surface;
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};
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DebuggerView.onRuntimeInitialized = function() {
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DebuggerView.SkSurface.prototype.flush = function() {
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this._flush();
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// Do we have an HTML canvas to write the pixels to?
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// We will not if this a GPU build or a raster surface, for example.
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if (this._canvas) {
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2019-03-15 14:58:31 +00:00
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let pixels = new Uint8ClampedArray(DebuggerView.buffer, this._pixelPtr, this._pixelLen);
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let imageData = new ImageData(pixels, this._width, this._height);
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2019-03-05 15:45:40 +00:00
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this._canvas.getContext('2d').putImageData(imageData, 0, 0);
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}
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};
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// Call dispose() instead of delete to clean up the underlying memory
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DebuggerView.SkSurface.prototype.dispose = function() {
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if (this._pixelPtr) {
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DebuggerView._free(this._pixelPtr);
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}
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this.delete();
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}
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}
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DebuggerView.currentContext = DebuggerView.currentContext || function() {
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// no op if this is a cpu-only build.
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};
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DebuggerView.setCurrentContext = DebuggerView.setCurrentContext || function() {
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// no op if this is a cpu-only build.
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};
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}(Module)); // When this file is loaded in, the high level object is "Module";
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