// 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. 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30, 40], // [CanvasKit.QUAD_VERB, 20, 50, 45, 60], // ]; // TODO(kjlubick) remove this and Float32ArrayCache (superceded by Malloc).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]; } // 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;