// 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 in an html id or a canvas element DebuggerView.MakeSWCanvasSurface = function(idOrElement) { let canvas = idOrElement; if (canvas.tagName !== 'CANVAS') { canvas = document.getElementById(idOrElement); if (!canvas) { throw 'Canvas with id ' + idOrElement + ' was not found'; } } // Maybe better to use clientWidth/height. See: // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html let 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) { /* @dict */ let imageInfo = { 'width': width, 'height': height, 'colorType': DebuggerView.ColorType.RGBA_8888, // Since 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, } let pixelLen = width * height * 4; // it's 8888, so 4 bytes per pixel // Allocate the buffer of pixels to be drawn into. let pixelPtr = DebuggerView._malloc(pixelLen); let surface = this._getRasterDirectSurface(imageInfo, pixelPtr, width*4); if (surface) { surface._canvas = null; surface._width = width; surface._height = height; surface._pixelLen = pixelLen; 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) { let pixels = new Uint8ClampedArray(DebuggerView.buffer, this._pixelPtr, this._pixelLen); let 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";