// 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; } // arr should be a non-jagged 2d JS array (TypedArrays can't be nested // inside themselves). A common use case is points. // dest is something like CanvasKit.HEAPF32 // ptr can be optionally provided if the memory was already allocated. // TODO(kjlubick): Remove 2d arrays - everything should be flat. function copy2dArray(arr, dest, ptr) { if (!arr || !arr.length) { return nullptr; } var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT; if (!ptr) { ptr = CanvasKit._malloc(arr.length * arr[0].length * bytesPerElement); } // Make sure we have a fresh view of the heap after we malloc. dest = CanvasKit[dest]; var idx = 0; var adjustedPtr = ptr / bytesPerElement; for (var r = 0; r < arr.length; r++) { for (var c = 0; c < arr[0].length; c++) { dest[adjustedPtr + idx] = arr[r][c]; idx++; } } 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. // Array of Float32Arrays is deprecated and planned to be removed, prefer flat // Float32Array // 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 && colors[0] instanceof Float32Array) { result.colorPtr = copy2dArray(colors, 'HEAPF32'); } else { throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors)); } return result; } 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). All calls // on the C++ side should check for nullptr where appropriate. It is generally // the responsibility of the JS side code to call CanvasKit._free on the // allocated memory before returning to the user code. function copy3x3MatrixToWasm(matr) { if (!matr) { return nullptr; } if (matr.length) { // TODO(kjlubick): Downsample a 16 length (4x4 matrix) if (matr.length !== 6 && matr.length !== 9) { throw 'invalid matrix size'; } // matr should be an array or typed array. var mPtr = 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 + mPtr / 4); } return mPtr; } 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 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); } // Caching the Float32Arrays can save having to reallocate them // over and over again. var Float32ArrayCache = {}; // Takes a 2D array of commands and puts them into the WASM heap // as a 1D array. This allows them to referenced from the C++ code. // Returns a 2 element array, with the first item being essentially a // pointer to the array and the second item being the length of // the new 1D array. // // Example usage: // let cmds = [ // [CanvasKit.MOVE_VERB, 0, 10], // [CanvasKit.LINE_VERB, 30, 40], // [CanvasKit.QUAD_VERB, 20, 50, 45, 60], // ]; // TODO(kjlubick) remove this and Float32ArrayCache (superceded by Malloc). function loadCmdsTypedArray(arr) { var len = 0; for (var r = 0; r < arr.length; r++) { len += arr[r].length; } var ta; if (Float32ArrayCache[len]) { ta = Float32ArrayCache[len]; } else { ta = new Float32Array(len); Float32ArrayCache[len] = ta; } // Flatten into a 1d array var i = 0; for (var r = 0; r < arr.length; r++) { for (var c = 0; c < arr[r].length; c++) { var item = arr[r][c]; ta[i] = item; i++; } } var ptr = copy1dArray(ta, 'HEAPF32'); 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. */ CanvasKit.FourFloatArrayHelper = function() { this._floats = []; this._ptr = null; Object.defineProperty(this, 'length', { enumerable: true, get: function() { return this._floats.length / 4; }, }); } /** * push the four floats onto the end of the array - if build() has already * been called, the call will return without modifying anything. */ CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) { if (this._ptr) { Debug('Cannot push more points - already built'); return; } this._floats.push(f1, f2, f3, f4); } /** * Set the four floats at a given index - if build() has already * been called, the WASM memory will be written to directly. */ CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) { if (idx < 0 || idx >= this._floats.length/4) { Debug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4); return; } idx *= 4; var BYTES_PER_ELEMENT = 4; if (this._ptr) { // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; CanvasKit.HEAPF32[floatPtr] = f1; CanvasKit.HEAPF32[floatPtr + 1] = f2; CanvasKit.HEAPF32[floatPtr + 2] = f3; CanvasKit.HEAPF32[floatPtr + 3] = f4; return; } this._floats[idx] = f1; this._floats[idx + 1] = f2; this._floats[idx + 2] = f3; this._floats[idx + 3] = f4; } /** * Copies the float data to the WASM memory and returns a pointer * to that allocated memory. Once build has been called, this * float array cannot be made bigger. */ CanvasKit.FourFloatArrayHelper.prototype.build = function() { if (this._ptr) { return this._ptr; } this._ptr = copy1dArray(this._floats, 'HEAPF32'); return this._ptr; } /** * Frees the wasm memory associated with this array. Of note, * the points are not removed, so push/set/build can all * be called to make a newly allocated (possibly bigger) * float array. */ CanvasKit.FourFloatArrayHelper.prototype.delete = function() { if (this._ptr) { CanvasKit._free(this._ptr); this._ptr = null; } } /** * Generic helper for dealing with an array of unsigned ints. */ CanvasKit.OneUIntArrayHelper = function() { this._uints = []; this._ptr = null; Object.defineProperty(this, 'length', { enumerable: true, get: function() { return this._uints.length; }, }); } /** * push the unsigned int onto the end of the array - if build() has already * been called, the call will return without modifying anything. */ CanvasKit.OneUIntArrayHelper.prototype.push = function(u) { if (this._ptr) { Debug('Cannot push more points - already built'); return; } this._uints.push(u); } /** * Set the uint at a given index - if build() has already * been called, the WASM memory will be written to directly. */ CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) { if (idx < 0 || idx >= this._uints.length) { Debug('Cannot set index ' + idx + ', it is out of range', this._uints.length); return; } idx *= 4; var BYTES_PER_ELEMENT = 4; if (this._ptr) { // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; CanvasKit.HEAPU32[uintPtr] = u; return; } this._uints[idx] = u; } /** * Copies the uint data to the WASM memory and returns a pointer * to that allocated memory. Once build has been called, this * unit array cannot be made bigger. */ CanvasKit.OneUIntArrayHelper.prototype.build = function() { if (this._ptr) { return this._ptr; } this._ptr = copy1dArray(this._uints, 'HEAPU32'); return this._ptr; } /** * Frees the wasm memory associated with this array. Of note, * the points are not removed, so push/set/build can all * be called to make a newly allocated (possibly bigger) * uint array. */ CanvasKit.OneUIntArrayHelper.prototype.delete = function() { if (this._ptr) { CanvasKit._free(this._ptr); this._ptr = null; } } /** * Helper for building an array of Rects (which are just structs * of 4 floats). * * It can be more performant to use this helper, as * the C++-side array is only allocated once (on the first call) * to build. Subsequent set() operations operate directly on * the C++-side array, avoiding having to re-allocate (and free) * the array every time. * * Input points are taken as left, top, right, bottom */ CanvasKit.RectBuilder = CanvasKit.FourFloatArrayHelper; /** * Helper for building an array of RSXForms (which are just structs * of 4 floats). * * It can be more performant to use this helper, as * the C++-side array is only allocated once (on the first call) * to build. Subsequent set() operations operate directly on * the C++-side array, avoiding having to re-allocate (and free) * the array every time. * * An RSXForm is a compressed form of a rotation+scale matrix. * * [ scos -ssin tx ] * [ ssin scos ty ] * [ 0 0 1 ] * * Input points are taken as scos, ssin, tx, ty */ CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper; /** * Helper for building an array of Color * * It can be more performant to use this helper, as * the C++-side array is only allocated once (on the first call) * to build. Subsequent set() operations operate directly on * the C++-side array, avoiding having to re-allocate (and free) * 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); } }