// Adds compile-time JS functions to augment the CanvasKit interface. // Specifically, anything that should only be on the GPU version of canvaskit. (function(CanvasKit){ CanvasKit._extraInitializations = CanvasKit._extraInitializations || []; CanvasKit._extraInitializations.push(function() { function get(obj, attr, defaultValue) { if (obj && obj.hasOwnProperty(attr)) { return obj[attr]; } return defaultValue; } function makeWebGLContext(canvas, attrs) { // These defaults come from the emscripten _emscripten_webgl_create_context var contextAttributes = { alpha: get(attrs, 'alpha', 1), depth: get(attrs, 'depth', 1), stencil: get(attrs, 'stencil', 0), antialias: get(attrs, 'antialias', 1), premultipliedAlpha: get(attrs, 'premultipliedAlpha', 1), preserveDrawingBuffer: get(attrs, 'preserveDrawingBuffer', 0), preferLowPowerToHighPerformance: get(attrs, 'preferLowPowerToHighPerformance', 0), failIfMajorPerformanceCaveat: get(attrs, 'failIfMajorPerformanceCaveat', 0), majorVersion: get(attrs, 'majorVersion', 1), minorVersion: get(attrs, 'minorVersion', 0), enableExtensionsByDefault: get(attrs, 'enableExtensionsByDefault', 1), explicitSwapControl: get(attrs, 'explicitSwapControl', 0), renderViaOffscreenBackBuffer: get(attrs, 'renderViaOffscreenBackBuffer', 0), }; if (!canvas) { SkDebug('null canvas passed into makeWebGLContext'); return 0; } // This check is from the emscripten version if (contextAttributes['explicitSwapControl']) { SkDebug('explicitSwapControl is not supported'); return 0; } // GL is an enscripten provided helper // See https://github.com/emscripten-core/emscripten/blob/incoming/src/library_webgl.js return GL.createContext(canvas, contextAttributes); } CanvasKit.GetWebGLContext = function(canvas, attrs) { return makeWebGLContext(canvas, attrs); }; // arg can be of types: // - String - in which case it is interpreted as an id of a // canvas element. // - HTMLCanvasElement - in which the provided canvas element will // be used directly. // Width and height can be provided to override those on the canvas // element, or specify a height for when a context is provided. CanvasKit.MakeWebGLCanvasSurface = function(arg, width, height) { var canvas = arg; if (canvas.tagName !== 'CANVAS') { canvas = document.getElementById(arg); if (!canvas) { throw 'Canvas with id ' + arg + ' was not found'; } } // we are ok with all the defaults var ctx = this.GetWebGLContext(canvas); if (!ctx || ctx < 0) { throw 'failed to create webgl context: err ' + ctx; } if (!canvas && (!width || !height)) { throw 'height and width must be provided with context'; } var grcontext = this.MakeGrContext(ctx); // Bump the default resource cache limit. var RESOURCE_CACHE_BYTES = 256 * 1024 * 1024; grcontext.setResourceCacheLimitBytes(RESOURCE_CACHE_BYTES); // Maybe better to use clientWidth/height. See: // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html var surface = this.MakeOnScreenGLSurface(grcontext, width || canvas.width, height || canvas.height); if (!surface) { SkDebug('falling back from GPU implementation to a SW based one'); // we need to throw away the old canvas (which was locked to // a webGL context) and create a new one so we can var newCanvas = canvas.cloneNode(true); var parent = canvas.parentNode; parent.replaceChild(newCanvas, canvas); // add a class so the user can detect that it was replaced. newCanvas.classList.add('ck-replaced'); return CanvasKit.MakeSWCanvasSurface(newCanvas); } surface._context = ctx; surface.grContext = grcontext; return surface; }; // Default to trying WebGL first. CanvasKit.MakeCanvasSurface = CanvasKit.MakeWebGLCanvasSurface; }); }(Module)); // When this file is loaded in, the high level object is "Module";