[canvaskit] Break up helper.js into smaller files

This will hopefully make some things easier to find/understand.
I have a few more ideas for breaking up other parts.

Bug: skia:11203
Change-Id: Ia54c13fd6e3c897e04a737b258f6e77c50a1aed3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/356839
Reviewed-by: Nathaniel Nifong <nifong@google.com>
This commit is contained in:
Kevin Lubick 2021-01-21 11:41:01 -05:00
parent 9e8e2aa9c3
commit 2c3cec998f
5 changed files with 625 additions and 594 deletions

201
modules/canvaskit/color.js Normal file
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@ -0,0 +1,201 @@
/*
* This file houses functions that deal with color.
*/
// Constructs a Color with the same API as CSS's rgba(), that is
// r,g,b are 0-255, and a is 0.0 to 1.0.
// if a is omitted, it will be assumed to be 1.0
// Internally, Colors are a TypedArray of four unpremultiplied 32-bit floats: a, r, g, b
// In order to construct one with more precision or in a wider gamut, use
// CanvasKit.Color4f
CanvasKit.Color = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
return CanvasKit.Color4f(clamp(r)/255, clamp(g)/255, clamp(b)/255, a);
};
// Constructs a Color as a 32 bit unsigned integer, with 8 bits assigned to each channel.
// Channels are expected to be between 0 and 255 and will be clamped as such.
CanvasKit.ColorAsInt = function(r, g, b, a) {
// default to opaque
if (a === undefined) {
a = 255;
}
// This is consistent with how Skia represents colors in C++, as an unsigned int.
// This is also consistent with how Flutter represents colors:
// https://github.com/flutter/engine/blob/243bb59c7179a7e701ce478080d6ce990710ae73/lib/web_ui/lib/src/ui/painting.dart#L50
return (((clamp(a) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)
& 0xFFFFFFF) // This truncates the unsigned to 32 bits and signals to JS engines they can
// represent the number with an int instead of a double.
>>> 0); // This makes the value an unsigned int.
};
// Construct a 4-float color.
// Opaque if opacity is omitted.
CanvasKit.Color4f = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
return Float32Array.of(r, g, b, a);
};
// Color constants use property getters to prevent other code from accidentally
// changing them.
Object.defineProperty(CanvasKit, 'TRANSPARENT', {
get: function() { return CanvasKit.Color4f(0, 0, 0, 0); }
});
Object.defineProperty(CanvasKit, 'BLACK', {
get: function() { return CanvasKit.Color4f(0, 0, 0, 1); }
});
Object.defineProperty(CanvasKit, 'WHITE', {
get: function() { return CanvasKit.Color4f(1, 1, 1, 1); }
});
Object.defineProperty(CanvasKit, 'RED', {
get: function() { return CanvasKit.Color4f(1, 0, 0, 1); }
});
Object.defineProperty(CanvasKit, 'GREEN', {
get: function() { return CanvasKit.Color4f(0, 1, 0, 1); }
});
Object.defineProperty(CanvasKit, 'BLUE', {
get: function() { return CanvasKit.Color4f(0, 0, 1, 1); }
});
Object.defineProperty(CanvasKit, 'YELLOW', {
get: function() { return CanvasKit.Color4f(1, 1, 0, 1); }
});
Object.defineProperty(CanvasKit, 'CYAN', {
get: function() { return CanvasKit.Color4f(0, 1, 1, 1); }
});
Object.defineProperty(CanvasKit, 'MAGENTA', {
get: function() { return CanvasKit.Color4f(1, 0, 1, 1); }
});
// returns a css style [r, g, b, a] from a CanvasKit.Color
// where r, g, b are returned as ints in the range [0, 255]
// where a is scaled between 0 and 1.0
CanvasKit.getColorComponents = function(color) {
return [
Math.floor(color[0]*255),
Math.floor(color[1]*255),
Math.floor(color[2]*255),
color[3]
];
};
// parseColorString takes in a CSS color value and returns a CanvasKit.Color
// (which is an array of 4 floats in RGBA order). An optional colorMap
// may be provided which maps custom strings to values.
// In the CanvasKit canvas2d shim layer, we provide this map for processing
// canvas2d calls, but not here for code size reasons.
CanvasKit.parseColorString = function(colorStr, colorMap) {
colorStr = colorStr.toLowerCase();
// See https://drafts.csswg.org/css-color/#typedef-hex-color
if (colorStr.startsWith('#')) {
var r, g, b, a = 255;
switch (colorStr.length) {
case 9: // 8 hex chars #RRGGBBAA
a = parseInt(colorStr.slice(7, 9), 16);
case 7: // 6 hex chars #RRGGBB
r = parseInt(colorStr.slice(1, 3), 16);
g = parseInt(colorStr.slice(3, 5), 16);
b = parseInt(colorStr.slice(5, 7), 16);
break;
case 5: // 4 hex chars #RGBA
// multiplying by 17 is the same effect as
// appending another character of the same value
// e.g. e => ee == 14 => 238
a = parseInt(colorStr.slice(4, 5), 16) * 17;
case 4: // 6 hex chars #RGB
r = parseInt(colorStr.slice(1, 2), 16) * 17;
g = parseInt(colorStr.slice(2, 3), 16) * 17;
b = parseInt(colorStr.slice(3, 4), 16) * 17;
break;
}
return CanvasKit.Color(r, g, b, a/255);
} else if (colorStr.startsWith('rgba')) {
// Trim off rgba( and the closing )
colorStr = colorStr.slice(5, -1);
var nums = colorStr.split(',');
return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
valueOrPercent(nums[3]));
} else if (colorStr.startsWith('rgb')) {
// Trim off rgba( and the closing )
colorStr = colorStr.slice(4, -1);
var nums = colorStr.split(',');
// rgb can take 3 or 4 arguments
return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
valueOrPercent(nums[3]));
} else if (colorStr.startsWith('gray(')) {
// TODO(kjlubick)
} else if (colorStr.startsWith('hsl')) {
// TODO(kjlubick)
} else if (colorMap) {
// Try for named color
var nc = colorMap[colorStr];
if (nc !== undefined) {
return nc;
}
}
Debug('unrecognized color ' + colorStr);
return CanvasKit.BLACK;
};
function isCanvasKitColor(ob) {
if (!ob) {
return false;
}
return (ob.constructor === Float32Array && ob.length === 4);
}
// Warning information is lost by this conversion
function toUint32Color(c) {
return ((clamp(c[3]*255) << 24) | (clamp(c[0]*255) << 16) | (clamp(c[1]*255) << 8) | (clamp(c[2]*255) << 0)) >>> 0;
}
// Accepts various colors representations and converts them to an array of int colors.
// Does not handle builders.
function assureIntColors(arr) {
if (arr instanceof Float32Array) {
var count = Math.floor(arr.length / 4);
var result = new Uint32Array(count);
for (var i = 0; i < count; i ++) {
result[i] = toUint32Color(arr.slice(i*4, (i+1)*4));
}
return result;
} else if (arr instanceof Uint32Array) {
return arr;
} else if (arr instanceof Array && arr[0] instanceof Float32Array) {
return arr.map(toUint32Color);
}
}
function uIntColorToCanvasKitColor(c) {
return CanvasKit.Color(
(c >> 16) & 0xFF,
(c >> 8) & 0xFF,
(c >> 0) & 0xFF,
((c >> 24) & 0xFF) / 255
);
}
function valueOrPercent(aStr) {
if (aStr === undefined) {
return 1; // default to opaque.
}
var a = parseFloat(aStr);
if (aStr && aStr.indexOf('%') !== -1) {
return a / 100;
}
return a;
}
function clamp(c) {
return Math.round(Math.max(0, Math.min(c || 0, 255)));
}
// TODO(kjlubick) delete this, as it is now trivial with 4f colors
CanvasKit.multiplyByAlpha = function(color, alpha) {
// make a copy of the color so the function remains pure.
var result = color.slice();
result[3] = Math.max(0, Math.min(result[3] * alpha, 1));
return result;
};

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@ -360,7 +360,10 @@ EMCC_DEBUG=1 ${EMCXX} \
--bind \
--no-entry \
--pre-js $BASE_DIR/preamble.js \
--pre-js $BASE_DIR/color.js \
--pre-js $BASE_DIR/memory.js \
--pre-js $BASE_DIR/helper.js \
--pre-js $BASE_DIR/util.js \
--pre-js $BASE_DIR/interface.js \
$PARAGRAPH_JS \
$SKOTTIE_JS \

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@ -1,504 +1,5 @@
// helper JS that could be used anywhere in the glue code
function clamp(c) {
return Math.round(Math.max(0, Math.min(c || 0, 255)));
}
// Constructs a Color with the same API as CSS's rgba(), that is
// r,g,b are 0-255, and a is 0.0 to 1.0.
// if a is omitted, it will be assumed to be 1.0
// Internally, Colors are a TypedArray of four unpremultiplied 32-bit floats: a, r, g, b
// In order to construct one with more precision or in a wider gamut, use
// CanvasKit.Color4f
CanvasKit.Color = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
return CanvasKit.Color4f(clamp(r)/255, clamp(g)/255, clamp(b)/255, a);
};
// Constructs a Color as a 32 bit unsigned integer, with 8 bits assigned to each channel.
// Channels are expected to be between 0 and 255 and will be clamped as such.
CanvasKit.ColorAsInt = function(r, g, b, a) {
// default to opaque
if (a === undefined) {
a = 255;
}
// This is consistent with how Skia represents colors in C++, as an unsigned int.
// This is also consistent with how Flutter represents colors:
// https://github.com/flutter/engine/blob/243bb59c7179a7e701ce478080d6ce990710ae73/lib/web_ui/lib/src/ui/painting.dart#L50
return (((clamp(a) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)
& 0xFFFFFFF) // This truncates the unsigned to 32 bits and signals to JS engines they can
// represent the number with an int instead of a double.
>>> 0); // This makes the value an unsigned int.
};
// Construct a 4-float color.
// Opaque if opacity is omitted.
CanvasKit.Color4f = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
return Float32Array.of(r, g, b, a);
};
// Color constants use property getters to prevent other code from accidentally
// changing them.
Object.defineProperty(CanvasKit, 'TRANSPARENT', {
get: function() { return CanvasKit.Color4f(0, 0, 0, 0); }
});
Object.defineProperty(CanvasKit, 'BLACK', {
get: function() { return CanvasKit.Color4f(0, 0, 0, 1); }
});
Object.defineProperty(CanvasKit, 'WHITE', {
get: function() { return CanvasKit.Color4f(1, 1, 1, 1); }
});
Object.defineProperty(CanvasKit, 'RED', {
get: function() { return CanvasKit.Color4f(1, 0, 0, 1); }
});
Object.defineProperty(CanvasKit, 'GREEN', {
get: function() { return CanvasKit.Color4f(0, 1, 0, 1); }
});
Object.defineProperty(CanvasKit, 'BLUE', {
get: function() { return CanvasKit.Color4f(0, 0, 1, 1); }
});
Object.defineProperty(CanvasKit, 'YELLOW', {
get: function() { return CanvasKit.Color4f(1, 1, 0, 1); }
});
Object.defineProperty(CanvasKit, 'CYAN', {
get: function() { return CanvasKit.Color4f(0, 1, 1, 1); }
});
Object.defineProperty(CanvasKit, 'MAGENTA', {
get: function() { return CanvasKit.Color4f(1, 0, 1, 1); }
});
// returns a css style [r, g, b, a] from a CanvasKit.Color
// where r, g, b are returned as ints in the range [0, 255]
// where a is scaled between 0 and 1.0
CanvasKit.getColorComponents = function(color) {
return [
Math.floor(color[0]*255),
Math.floor(color[1]*255),
Math.floor(color[2]*255),
color[3]
];
};
// parseColorString takes in a CSS color value and returns a CanvasKit.Color
// (which is an array of 4 floats in RGBA order). An optional colorMap
// may be provided which maps custom strings to values.
// In the CanvasKit canvas2d shim layer, we provide this map for processing
// canvas2d calls, but not here for code size reasons.
CanvasKit.parseColorString = function(colorStr, colorMap) {
colorStr = colorStr.toLowerCase();
// See https://drafts.csswg.org/css-color/#typedef-hex-color
if (colorStr.startsWith('#')) {
var r, g, b, a = 255;
switch (colorStr.length) {
case 9: // 8 hex chars #RRGGBBAA
a = parseInt(colorStr.slice(7, 9), 16);
case 7: // 6 hex chars #RRGGBB
r = parseInt(colorStr.slice(1, 3), 16);
g = parseInt(colorStr.slice(3, 5), 16);
b = parseInt(colorStr.slice(5, 7), 16);
break;
case 5: // 4 hex chars #RGBA
// multiplying by 17 is the same effect as
// appending another character of the same value
// e.g. e => ee == 14 => 238
a = parseInt(colorStr.slice(4, 5), 16) * 17;
case 4: // 6 hex chars #RGB
r = parseInt(colorStr.slice(1, 2), 16) * 17;
g = parseInt(colorStr.slice(2, 3), 16) * 17;
b = parseInt(colorStr.slice(3, 4), 16) * 17;
break;
}
return CanvasKit.Color(r, g, b, a/255);
} else if (colorStr.startsWith('rgba')) {
// Trim off rgba( and the closing )
colorStr = colorStr.slice(5, -1);
var nums = colorStr.split(',');
return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
valueOrPercent(nums[3]));
} else if (colorStr.startsWith('rgb')) {
// Trim off rgba( and the closing )
colorStr = colorStr.slice(4, -1);
var nums = colorStr.split(',');
// rgb can take 3 or 4 arguments
return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
valueOrPercent(nums[3]));
} else if (colorStr.startsWith('gray(')) {
// TODO
} else if (colorStr.startsWith('hsl')) {
// TODO
} else if (colorMap) {
// Try for named color
var nc = colorMap[colorStr];
if (nc !== undefined) {
return nc;
}
}
Debug('unrecognized color ' + colorStr);
return CanvasKit.BLACK;
};
function isCanvasKitColor(ob) {
if (!ob) {
return false;
}
return (ob.constructor === Float32Array && ob.length === 4);
}
// Warning information is lost by this conversion
function toUint32Color(c) {
return ((clamp(c[3]*255) << 24) | (clamp(c[0]*255) << 16) | (clamp(c[1]*255) << 8) | (clamp(c[2]*255) << 0)) >>> 0;
}
// Accepts various colors representations and converts them to an array of int colors.
// Does not handle builders.
function assureIntColors(arr) {
if (arr instanceof Float32Array) {
var count = Math.floor(arr.length / 4);
var result = new Uint32Array(count);
for (var i = 0; i < count; i ++) {
result[i] = toUint32Color(arr.slice(i*4, (i+1)*4));
}
return result;
} else if (arr instanceof Uint32Array) {
return arr;
} else if (arr instanceof Array && arr[0] instanceof Float32Array) {
return arr.map(toUint32Color);
}
}
function uIntColorToCanvasKitColor(c) {
return CanvasKit.Color(
(c >> 16) & 0xFF,
(c >> 8) & 0xFF,
(c >> 0) & 0xFF,
((c >> 24) & 0xFF) / 255
);
}
function valueOrPercent(aStr) {
if (aStr === undefined) {
return 1; // default to opaque.
}
var a = parseFloat(aStr);
if (aStr && aStr.indexOf('%') !== -1) {
return a / 100;
}
return a;
}
CanvasKit.multiplyByAlpha = function(color, alpha) {
// make a copy of the color so the function remains pure.
var result = color.slice();
result[3] = Math.max(0, Math.min(result[3] * alpha, 1));
return result;
};
function radiansToDegrees(rad) {
return (rad / Math.PI) * 180;
}
function degreesToRadians(deg) {
return (deg / 180) * Math.PI;
}
// See https://stackoverflow.com/a/31090240
// This contraption keeps closure from minifying away the check
// if btoa is defined *and* prevents runtime 'btoa' or 'window' is not defined.
// Defined outside any scopes to make it available in all files.
var isNode = !(new Function('try {return this===window;}catch(e){ return false;}')());
function almostEqual(floata, floatb) {
return Math.abs(floata - floatb) < 0.00001;
}
var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
// arr can be a normal JS array or a TypedArray
// dest is a string like 'HEAPU32' that specifies the type the src array
// should be copied into.
// ptr can be optionally provided if the memory was already allocated.
function copy1dArray(arr, dest, ptr) {
if (!arr || !arr.length) {
return nullptr;
}
// This was created with CanvasKit.Malloc, so it's already been copied.
if (arr['_ck']) {
return arr.byteOffset;
}
var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT;
if (!ptr) {
ptr = CanvasKit._malloc(arr.length * bytesPerElement);
}
// In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
// byte elements. When we run _malloc, we always get an offset/pointer into
// that block of memory.
// CanvasKit exposes some different views to make it easier to work with
// different types. HEAPF32 for example, exposes it as a float*
// However, to make the ptr line up, we have to do some pointer arithmetic.
// Concretely, we need to convert ptr to go from an index into a 1-byte-wide
// buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
// and thus we divide ptr by 4.
// It is important to make sure we are grabbing the freshest view of the
// memory possible because if we call _malloc and the heap needs to grow,
// the TypedArrayView will no longer be valid.
CanvasKit[dest].set(arr, ptr / bytesPerElement);
return ptr;
}
// Copies an array of colors to wasm, returning an object with the pointer
// and info necessary to use the copied colors.
// Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays.
// If color is an object that was allocated with CanvasKit.Malloc, its pointer is
// returned and no extra copy is performed.
// TODO(nifong): have this accept color builders.
function copyFlexibleColorArray(colors) {
var result = {
colorPtr: nullptr,
count: colors.length,
colorType: CanvasKit.ColorType.RGBA_F32,
};
if (colors instanceof Float32Array) {
result.colorPtr = copy1dArray(colors, 'HEAPF32');
result.count = colors.length / 4;
} else if (colors instanceof Uint32Array) {
result.colorPtr = copy1dArray(colors, 'HEAPU32');
result.colorType = CanvasKit.ColorType.RGBA_8888;
} else if (colors instanceof Array) {
result.colorPtr = copyColorArray(colors);
} else {
throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors));
}
return result;
}
function copyColorArray(arr) {
if (!arr || !arr.length) {
return nullptr;
}
// 4 floats per color, 4 bytes per float.
var ptr = CanvasKit._malloc(arr.length * 4 * 4);
var idx = 0;
var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer.
for (var r = 0; r < arr.length; r++) {
for (var c = 0; c < 4; c++) {
CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c];
idx++;
}
}
return ptr;
}
var defaultPerspective = Float32Array.of(0, 0, 1);
var _scratch3x3MatrixPtr = nullptr;
var _scratch3x3Matrix; // the result from CanvasKit.Malloc
// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
// returns a pointer to the memory. This memory is a float* of length 9.
// If the passed in matrix is null/undefined, we return 0 (nullptr). The
// returned pointer should NOT be freed, as it is either null or a scratch
// pointer.
function copy3x3MatrixToWasm(matr) {
if (!matr) {
return nullptr;
}
if (matr.length) {
if (matr.length === 6 || matr.length === 9) {
// matr should be an array or typed array.
copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr);
if (matr.length === 6) {
// Overwrite the last 3 floats with the default perspective. The divide
// by 4 casts the pointer into a float pointer.
CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4);
}
return _scratch3x3MatrixPtr;
} else if (matr.length === 16) {
// Downsample the 4x4 matrix into a 3x3
var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
wasm3x3Matrix[0] = matr[0];
wasm3x3Matrix[1] = matr[1];
wasm3x3Matrix[2] = matr[3];
wasm3x3Matrix[3] = matr[4];
wasm3x3Matrix[4] = matr[5];
wasm3x3Matrix[5] = matr[7];
wasm3x3Matrix[6] = matr[12];
wasm3x3Matrix[7] = matr[13];
wasm3x3Matrix[8] = matr[15];
return _scratch3x3MatrixPtr;
}
throw 'invalid matrix size';
}
var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
// Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
wasm3x3Matrix[0] = matr.m11;
wasm3x3Matrix[1] = matr.m21;
wasm3x3Matrix[2] = matr.m41;
wasm3x3Matrix[3] = matr.m12;
wasm3x3Matrix[4] = matr.m22;
wasm3x3Matrix[5] = matr.m42;
wasm3x3Matrix[6] = matr.m14;
wasm3x3Matrix[7] = matr.m24;
wasm3x3Matrix[8] = matr.m44;
return _scratch3x3MatrixPtr;
}
var _scratch4x4MatrixPtr = nullptr;
var _scratch4x4Matrix; // the result from CanvasKit.Malloc
// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
// returns a pointer to the memory. This memory is a float* of length 16.
// If the passed in matrix is null/undefined, we return 0 (nullptr). The
// returned pointer should NOT be freed, as it is either null or a scratch
// pointer.
function copy4x4MatrixToWasm(matr) {
if (!matr) {
return nullptr;
}
var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray']();
if (matr.length) {
if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) {
throw 'invalid matrix size';
}
if (matr.length === 16) {
// matr should be an array or typed array.
return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr);
}
// Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix
// TODO(skbug.com/10108) This will need to change when we convert our
// JS 4x4 to be column-major.
// When upscaling, we need to overwrite the 3rd column and the 3rd row with
// 0s. It's easiest to just do that with a fill command.
wasm4x4Matrix.fill(0);
wasm4x4Matrix[0] = matr[0];
wasm4x4Matrix[1] = matr[1];
// skip col 2
wasm4x4Matrix[3] = matr[2];
wasm4x4Matrix[4] = matr[3];
wasm4x4Matrix[5] = matr[4];
// skip col 2
wasm4x4Matrix[7] = matr[5];
// skip row 2
wasm4x4Matrix[12] = matr[6];
wasm4x4Matrix[13] = matr[7];
// skip col 2
wasm4x4Matrix[15] = matr[8];
if (matr.length === 6) {
// fix perspective for the 3x2 case (from above, they will be undefined).
wasm4x4Matrix[12]=0;
wasm4x4Matrix[13]=0;
wasm4x4Matrix[15]=1;
}
return _scratch4x4MatrixPtr;
}
// Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
wasm4x4Matrix[0] = matr.m11;
wasm4x4Matrix[1] = matr.m21;
wasm4x4Matrix[2] = matr.m31;
wasm4x4Matrix[3] = matr.m41;
wasm4x4Matrix[4] = matr.m12;
wasm4x4Matrix[5] = matr.m22;
wasm4x4Matrix[6] = matr.m32;
wasm4x4Matrix[7] = matr.m42;
wasm4x4Matrix[8] = matr.m13;
wasm4x4Matrix[9] = matr.m23;
wasm4x4Matrix[10] = matr.m33;
wasm4x4Matrix[11] = matr.m43;
wasm4x4Matrix[12] = matr.m14;
wasm4x4Matrix[13] = matr.m24;
wasm4x4Matrix[14] = matr.m34;
wasm4x4Matrix[15] = matr.m44;
return _scratch4x4MatrixPtr;
}
// copies a 4x4 matrix at the given pointer into a JS array. It is the caller's
// responsibility to free the matrPtr if needed.
function copy4x4MatrixFromWasm(matrPtr) {
// read them out into an array. TODO(kjlubick): If we change Matrix to be
// typedArrays, then we should return a typed array here too.
var rv = new Array(16);
for (var i = 0; i < 16; i++) {
rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float.
}
return rv;
}
var _scratchColorPtr = nullptr;
var _scratchColor; // the result from CanvasKit.Malloc
function copyColorToWasm(color4f, ptr) {
return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr);
}
function copyColorComponentsToWasm(r, g, b, a) {
var colors = _scratchColor['toTypedArray']();
colors[0] = r;
colors[1] = g;
colors[2] = b;
colors[3] = a;
return _scratchColorPtr;
}
function copyColorToWasmNoScratch(color4f) {
// TODO(kjlubick): accept 4 floats or int color
return copy1dArray(color4f, 'HEAPF32');
}
// copies the four floats at the given pointer in a js Float32Array
function copyColorFromWasm(colorPtr) {
var rv = new Float32Array(4);
for (var i = 0; i < 4; i++) {
rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float.
}
return rv;
}
// These will be initialized after loading.
var _scratchRect;
var _scratchRectPtr = nullptr;
var _scratchRect2;
var _scratchRect2Ptr = nullptr;
function copyRectToWasm(fourFloats, ptr) {
return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchRectPtr);
}
var _scratchIRect;
var _scratchIRectPtr = nullptr;
function copyIRectToWasm(fourInts, ptr) {
return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr);
}
// These will be initialized after loading.
var _scratchRRect;
var _scratchRRectPtr = nullptr;
var _scratchRRect2;
var _scratchRRect2Ptr = nullptr;
function copyRRectToWasm(twelveFloats, ptr) {
return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr);
}
// TODO(kjlubick)
// The remaining functions here are deprecated and should be removed eventually.
// Caching the Float32Arrays can save having to reallocate them
// over and over again.
@ -544,31 +45,6 @@ function loadCmdsTypedArray(arr) {
return [ptr, len];
}
function saveBytesToFile(bytes, fileName) {
if (!isNode) {
// https://stackoverflow.com/a/32094834
var blob = new Blob([bytes], {type: 'application/octet-stream'});
url = window.URL.createObjectURL(blob);
var a = document.createElement('a');
document.body.appendChild(a);
a.href = url;
a.download = fileName;
a.click();
// clean up after because FF might not download it synchronously
setTimeout(function() {
URL.revokeObjectURL(url);
a.remove();
}, 50);
} else {
var fs = require('fs');
// https://stackoverflow.com/a/42006750
// https://stackoverflow.com/a/47018122
fs.writeFile(fileName, new Buffer(bytes), function(err) {
if (err) throw err;
});
}
}
// TODO(kjlubick) remove Builders - no longer needed now that Malloc is a thing.
/**
* Generic helper for dealing with an array of four floats.
@ -765,71 +241,3 @@ CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
* the array every time.
*/
CanvasKit.ColorBuilder = CanvasKit.OneUIntArrayHelper;
/**
* Malloc returns a TypedArray backed by the C++ memory of the
* given length. It should only be used by advanced users who
* can manage memory and initialize values properly. When used
* correctly, it can save copying of data between JS and C++.
* When used incorrectly, it can lead to memory leaks.
* Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
*
* const mObj = CanvasKit.Malloc(Float32Array, 20);
* Get a TypedArray view around the malloc'd memory (this does not copy anything).
* const ta = mObj.toTypedArray();
* // store data into ta
* const cf = CanvasKit.ColorFilter.MakeMatrix(ta); // mObj could also be used.
*
* // eventually...
* CanvasKit.Free(mObj);
*
* @param {TypedArray} typedArray - constructor for the typedArray.
* @param {number} len - number of *elements* to store.
*/
CanvasKit.Malloc = function(typedArray, len) {
var byteLen = len * typedArray.BYTES_PER_ELEMENT;
var ptr = CanvasKit._malloc(byteLen);
return {
'_ck': true,
'length': len,
'byteOffset': ptr,
typedArray: null,
'subarray': function(start, end) {
var sa = this['toTypedArray']().subarray(start, end);
sa['_ck'] = true;
return sa;
},
'toTypedArray': function() {
// Check if the previously allocated array is still usable.
// If it's falsey, then we haven't created an array yet.
// If it's empty, then WASM resized memory and emptied the array.
if (this.typedArray && this.typedArray.length) {
return this.typedArray;
}
this.typedArray = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
// add a marker that this was allocated in C++ land
this.typedArray['_ck'] = true;
return this.typedArray;
},
};
};
/**
* Free frees the memory returned by Malloc.
* Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
*/
CanvasKit.Free = function(mallocObj) {
CanvasKit._free(mallocObj['byteOffset']);
mallocObj['byteOffset'] = nullptr;
// Set these to null to make sure the TypedArrays can be garbage collected.
mallocObj['toTypedArray'] = null;
mallocObj.typedArray = null;
};
// This helper will free the given pointer unless the provided array is one
// that was returned by CanvasKit.Malloc.
function freeArraysThatAreNotMallocedByUsers(ptr, arr) {
if (arr && !arr['_ck']) {
CanvasKit._free(ptr);
}
}

370
modules/canvaskit/memory.js Normal file
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@ -0,0 +1,370 @@
/*
* This file houses utilities for copying blocks of memory to and from
* the WASM heap.
*/
/**
* Malloc returns a TypedArray backed by the C++ memory of the
* given length. It should only be used by advanced users who
* can manage memory and initialize values properly. When used
* correctly, it can save copying of data between JS and C++.
* When used incorrectly, it can lead to memory leaks.
* Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
*
* const mObj = CanvasKit.Malloc(Float32Array, 20);
* Get a TypedArray view around the malloc'd memory (this does not copy anything).
* const ta = mObj.toTypedArray();
* // store data into ta
* const cf = CanvasKit.ColorFilter.MakeMatrix(ta); // mObj could also be used.
*
* // eventually...
* CanvasKit.Free(mObj);
*
* @param {TypedArray} typedArray - constructor for the typedArray.
* @param {number} len - number of *elements* to store.
*/
CanvasKit.Malloc = function(typedArray, len) {
var byteLen = len * typedArray.BYTES_PER_ELEMENT;
var ptr = CanvasKit._malloc(byteLen);
return {
'_ck': true,
'length': len,
'byteOffset': ptr,
typedArray: null,
'subarray': function(start, end) {
var sa = this['toTypedArray']().subarray(start, end);
sa['_ck'] = true;
return sa;
},
'toTypedArray': function() {
// Check if the previously allocated array is still usable.
// If it's falsy, then we haven't created an array yet.
// If it's empty, then WASM resized memory and emptied the array.
if (this.typedArray && this.typedArray.length) {
return this.typedArray;
}
this.typedArray = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
// add a marker that this was allocated in C++ land
this.typedArray['_ck'] = true;
return this.typedArray;
},
};
};
/**
* Free frees the memory returned by Malloc.
* Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
*/
CanvasKit.Free = function(mallocObj) {
CanvasKit._free(mallocObj['byteOffset']);
mallocObj['byteOffset'] = nullptr;
// Set these to null to make sure the TypedArrays can be garbage collected.
mallocObj['toTypedArray'] = null;
mallocObj.typedArray = null;
};
// This helper will free the given pointer unless the provided array is one
// that was returned by CanvasKit.Malloc.
function freeArraysThatAreNotMallocedByUsers(ptr, arr) {
if (arr && !arr['_ck']) {
CanvasKit._free(ptr);
}
}
// We define some "scratch" variables which will house both the pointer to
// memory we allocate at startup as well as a Malloc object, which we can
// use to get a TypedArray view of that memory.
var _scratch3x3MatrixPtr = nullptr;
var _scratch3x3Matrix; // the result from CanvasKit.Malloc
var _scratch4x4MatrixPtr = nullptr;
var _scratch4x4Matrix; // the result from CanvasKit.Malloc
var _scratchColorPtr = nullptr;
var _scratchColor; // the result from CanvasKit.Malloc
var _scratchRect;
var _scratchRectPtr = nullptr;
var _scratchRect2;
var _scratchRect2Ptr = nullptr;
var _scratchIRect;
var _scratchIRectPtr = nullptr;
var _scratchRRect;
var _scratchRRectPtr = nullptr;
var _scratchRRect2;
var _scratchRRect2Ptr = nullptr;
// arr can be a normal JS array or a TypedArray
// dest is a string like 'HEAPU32' that specifies the type the src array
// should be copied into.
// ptr can be optionally provided if the memory was already allocated.
// Callers should eventually free the data unless the C++ object owns the memory,
// or the provided pointer is a scratch pointer or a user-malloced value.
// see also freeArraysThatAreNotMallocedByUsers().
function copy1dArray(arr, dest, ptr) {
if (!arr || !arr.length) {
return nullptr;
}
// This was created with CanvasKit.Malloc, so it's already been copied.
if (arr['_ck']) {
return arr.byteOffset;
}
var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT;
if (!ptr) {
ptr = CanvasKit._malloc(arr.length * bytesPerElement);
}
// In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
// byte elements. When we run _malloc, we always get an offset/pointer into
// that block of memory.
// CanvasKit exposes some different views to make it easier to work with
// different types. HEAPF32 for example, exposes it as a float*
// However, to make the ptr line up, we have to do some pointer arithmetic.
// Concretely, we need to convert ptr to go from an index into a 1-byte-wide
// buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
// and thus we divide ptr by 4.
// It is important to make sure we are grabbing the freshest view of the
// memory possible because if we call _malloc and the heap needs to grow,
// the TypedArrayView will no longer be valid.
CanvasKit[dest].set(arr, ptr / bytesPerElement);
return ptr;
}
// Copies an array of colors to wasm, returning an object with the pointer
// and info necessary to use the copied colors.
// Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays.
// If color is an object that was allocated with CanvasKit.Malloc, its pointer is
// returned and no extra copy is performed.
// TODO(nifong): have this accept color builders.
function copyFlexibleColorArray(colors) {
var result = {
colorPtr: nullptr,
count: colors.length,
colorType: CanvasKit.ColorType.RGBA_F32,
};
if (colors instanceof Float32Array) {
result.colorPtr = copy1dArray(colors, 'HEAPF32');
result.count = colors.length / 4;
} else if (colors instanceof Uint32Array) {
result.colorPtr = copy1dArray(colors, 'HEAPU32');
result.colorType = CanvasKit.ColorType.RGBA_8888;
} else if (colors instanceof Array) {
result.colorPtr = copyColorArray(colors);
} else {
throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors));
}
return result;
}
function copyColorArray(arr) {
if (!arr || !arr.length) {
return nullptr;
}
// 4 floats per color, 4 bytes per float.
var ptr = CanvasKit._malloc(arr.length * 4 * 4);
var idx = 0;
var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer.
for (var r = 0; r < arr.length; r++) {
for (var c = 0; c < 4; c++) {
CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c];
idx++;
}
}
return ptr;
}
var defaultPerspective = Float32Array.of(0, 0, 1);
// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
// returns a pointer to the memory. This memory is a float* of length 9.
// If the passed in matrix is null/undefined, we return 0 (nullptr). The
// returned pointer should NOT be freed, as it is either null or a scratch
// pointer.
function copy3x3MatrixToWasm(matr) {
if (!matr) {
return nullptr;
}
if (matr.length) {
if (matr.length === 6 || matr.length === 9) {
// matr should be an array or typed array.
copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr);
if (matr.length === 6) {
// Overwrite the last 3 floats with the default perspective. The divide
// by 4 casts the pointer into a float pointer.
CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4);
}
return _scratch3x3MatrixPtr;
} else if (matr.length === 16) {
// Downsample the 4x4 matrix into a 3x3
var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
wasm3x3Matrix[0] = matr[0];
wasm3x3Matrix[1] = matr[1];
wasm3x3Matrix[2] = matr[3];
wasm3x3Matrix[3] = matr[4];
wasm3x3Matrix[4] = matr[5];
wasm3x3Matrix[5] = matr[7];
wasm3x3Matrix[6] = matr[12];
wasm3x3Matrix[7] = matr[13];
wasm3x3Matrix[8] = matr[15];
return _scratch3x3MatrixPtr;
}
throw 'invalid matrix size';
}
var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
// Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
wasm3x3Matrix[0] = matr.m11;
wasm3x3Matrix[1] = matr.m21;
wasm3x3Matrix[2] = matr.m41;
wasm3x3Matrix[3] = matr.m12;
wasm3x3Matrix[4] = matr.m22;
wasm3x3Matrix[5] = matr.m42;
wasm3x3Matrix[6] = matr.m14;
wasm3x3Matrix[7] = matr.m24;
wasm3x3Matrix[8] = matr.m44;
return _scratch3x3MatrixPtr;
}
// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
// returns a pointer to the memory. This memory is a float* of length 16.
// If the passed in matrix is null/undefined, we return 0 (nullptr). The
// returned pointer should NOT be freed, as it is either null or a scratch
// pointer.
function copy4x4MatrixToWasm(matr) {
if (!matr) {
return nullptr;
}
var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray']();
if (matr.length) {
if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) {
throw 'invalid matrix size';
}
if (matr.length === 16) {
// matr should be an array or typed array.
return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr);
}
// Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix
// TODO(skbug.com/10108) This will need to change when we convert our
// JS 4x4 to be column-major.
// When upscaling, we need to overwrite the 3rd column and the 3rd row with
// 0s. It's easiest to just do that with a fill command.
wasm4x4Matrix.fill(0);
wasm4x4Matrix[0] = matr[0];
wasm4x4Matrix[1] = matr[1];
// skip col 2
wasm4x4Matrix[3] = matr[2];
wasm4x4Matrix[4] = matr[3];
wasm4x4Matrix[5] = matr[4];
// skip col 2
wasm4x4Matrix[7] = matr[5];
// skip row 2
wasm4x4Matrix[12] = matr[6];
wasm4x4Matrix[13] = matr[7];
// skip col 2
wasm4x4Matrix[15] = matr[8];
if (matr.length === 6) {
// fix perspective for the 3x2 case (from above, they will be undefined).
wasm4x4Matrix[12]=0;
wasm4x4Matrix[13]=0;
wasm4x4Matrix[15]=1;
}
return _scratch4x4MatrixPtr;
}
// Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
wasm4x4Matrix[0] = matr.m11;
wasm4x4Matrix[1] = matr.m21;
wasm4x4Matrix[2] = matr.m31;
wasm4x4Matrix[3] = matr.m41;
wasm4x4Matrix[4] = matr.m12;
wasm4x4Matrix[5] = matr.m22;
wasm4x4Matrix[6] = matr.m32;
wasm4x4Matrix[7] = matr.m42;
wasm4x4Matrix[8] = matr.m13;
wasm4x4Matrix[9] = matr.m23;
wasm4x4Matrix[10] = matr.m33;
wasm4x4Matrix[11] = matr.m43;
wasm4x4Matrix[12] = matr.m14;
wasm4x4Matrix[13] = matr.m24;
wasm4x4Matrix[14] = matr.m34;
wasm4x4Matrix[15] = matr.m44;
return _scratch4x4MatrixPtr;
}
// copies a 4x4 matrix at the given pointer into a JS array.
function copy4x4MatrixFromWasm(matrPtr) {
// read them out into an array. TODO(kjlubick): If we change Matrix to be
// typedArrays, then we should return a typed array here too.
var rv = new Array(16);
for (var i = 0; i < 16; i++) {
rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float.
}
return rv;
}
// copies the given floats into the wasm heap as an SkColor4f. Unless a non-scratch pointer is
// passed into ptr, callers do NOT need to free the returned pointer.
function copyColorToWasm(color4f, ptr) {
return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr);
}
// copies the given color into the wasm heap. Callers do not need to free the returned pointer.
function copyColorComponentsToWasm(r, g, b, a) {
var colors = _scratchColor['toTypedArray']();
colors[0] = r;
colors[1] = g;
colors[2] = b;
colors[3] = a;
return _scratchColorPtr;
}
// copies the given color into the wasm heap. Callers must free the returned pointer.
function copyColorToWasmNoScratch(color4f) {
// TODO(kjlubick): accept 4 floats or int color
return copy1dArray(color4f, 'HEAPF32');
}
// copies the four floats at the given pointer in a js Float32Array
function copyColorFromWasm(colorPtr) {
var rv = new Float32Array(4);
for (var i = 0; i < 4; i++) {
rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float.
}
return rv;
}
// copies the given floats into the wasm heap as an SkRect. Unless a non-scratch pointer is
// passed into ptr, callers do NOT need to free the returned pointer.
function copyRectToWasm(fourFloats, ptr) {
return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchRectPtr);
}
// copies the given ints into the wasm heap as an SkIRect. Unless a non-scratch pointer is
// passed into ptr, callers do NOT need to free the returned pointer.
function copyIRectToWasm(fourInts, ptr) {
return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr);
}
// copies the given floats into the wasm heap as an SkRRect. Unless a non-scratch pointer is
// passed into ptr, callers do NOT need to free the returned pointer.
function copyRRectToWasm(twelveFloats, ptr) {
return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr);
}

49
modules/canvaskit/util.js Normal file
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@ -0,0 +1,49 @@
/**
* This file houses miscellaneous helper functions and constants.
*/
var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
function radiansToDegrees(rad) {
return (rad / Math.PI) * 180;
}
function degreesToRadians(deg) {
return (deg / 180) * Math.PI;
}
// See https://stackoverflow.com/a/31090240
// This contraption keeps closure from minifying away the check
// if btoa is defined *and* prevents runtime 'btoa' or 'window' is not defined.
// Defined outside any scopes to make it available in all files.
var isNode = !(new Function('try {return this===window;}catch(e){ return false;}')());
function almostEqual(floata, floatb) {
return Math.abs(floata - floatb) < 0.00001;
}
function saveBytesToFile(bytes, fileName) {
if (!isNode) {
// https://stackoverflow.com/a/32094834
var blob = new Blob([bytes], {type: 'application/octet-stream'});
url = window.URL.createObjectURL(blob);
var a = document.createElement('a');
document.body.appendChild(a);
a.href = url;
a.download = fileName;
a.click();
// clean up after because FF might not download it synchronously
setTimeout(function() {
URL.revokeObjectURL(url);
a.remove();
}, 50);
} else {
var fs = require('fs');
// https://stackoverflow.com/a/42006750
// https://stackoverflow.com/a/47018122
fs.writeFile(fileName, new Buffer(bytes), function(err) {
if (err) throw err;
});
}
}