skia2/experimental/wasm-skp-debugger/cpu.js

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// Adds compile-time JS functions to handle creation and flushing of wasm's offscreen buffer
// to a visible element on the page.
(function(DebuggerView){
// Takes a canvas element
DebuggerView.MakeSWCanvasSurface = function(canvas) {
// Set the canvas element to have a 2d non-gpu context. (constant until element is destroyed)
// We don't need the context in this scope, we just want the side effect.
canvas.getContext('2d', {
alpha: true,
depth: false
});
// Maybe better to use clientWidth/height. See:
// https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html
var surface = DebuggerView.MakeSurface(canvas.width, canvas.height);
if (surface) {
surface._canvas = canvas;
}
console.log('Made HTML Canvas Surface');
return surface;
};
// Don't over-write the MakeCanvasSurface set by gpu.js if it exists.
if (!DebuggerView.MakeCanvasSurface) {
DebuggerView.MakeCanvasSurface = DebuggerView.MakeSWCanvasSurface;
}
DebuggerView.MakeSurface = function(width, height) {
var bufferLen = width * height * 4; // 4 bytes per pixel
// Allocate the buffer of pixels to be drawn into.
var pixelPtr = DebuggerView._malloc(bufferLen);
var imageInfo = {
'width': width,
'height': height,
// RGBA 8888 is the only pixel format we can show on an HTML canvas
'colorType': DebuggerView.ColorType.RGBA_8888,
// We are sending these pixels directly into the HTML canvas,
// (and those pixels are un-premultiplied, i.e. straight r,g,b,a)
'alphaType': DebuggerView.AlphaType.Unpremul,
}
var surface = this._getRasterDirectSurface(imageInfo, pixelPtr, width * 4);
if (surface) {
surface._canvas = null;
surface._width = width;
surface._height = height;
surface._bufferLen = bufferLen;
surface._pixelPtr = pixelPtr;
// rasterDirectSurface does not initialize the pixels, so we clear them
// to transparent black.
surface.getCanvas().clear(DebuggerView.TRANSPARENT);
}
return surface;
};
DebuggerView.onRuntimeInitialized = function() {
DebuggerView.SkSurface.prototype.flush = function() {
this._flush();
// Do we have an HTML canvas to write the pixels to?
// We will not if this a GPU build or a raster surface, for example.
if (this._canvas) {
var pixels = new Uint8ClampedArray(DebuggerView.buffer, this._pixelPtr, this._bufferLen);
var imageData = new ImageData(pixels, this._width, this._height);
this._canvas.getContext('2d').putImageData(imageData, 0, 0);
}
};
// Call dispose() instead of delete to clean up the underlying memory
DebuggerView.SkSurface.prototype.dispose = function() {
if (this._pixelPtr) {
DebuggerView._free(this._pixelPtr);
}
this.delete();
}
}
DebuggerView.currentContext = DebuggerView.currentContext || function() {
// no op if this is a cpu-only build.
};
DebuggerView.setCurrentContext = DebuggerView.setCurrentContext || function() {
// no op if this is a cpu-only build.
};
}(Module)); // When this file is loaded in, the high level object is "Module";