72fb3fcdf0
This approach is 5 to 20x faster than the existing version, mostly by minimizing the number of back-and-forths, especially in the vanilla JS Array case. Change-Id: Icb4212f781b80ef743f3deb1c17ea6af80ea828b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/414517 Reviewed-by: Mike Reed <reed@google.com>
382 lines
13 KiB
JavaScript
382 lines
13 KiB
JavaScript
/*
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* This file houses utilities for copying blocks of memory to and from
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* the WASM heap.
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*/
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/**
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* Malloc returns a TypedArray backed by the C++ memory of the
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* given length. It should only be used by advanced users who
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* can manage memory and initialize values properly. When used
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* correctly, it can save copying of data between JS and C++.
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* When used incorrectly, it can lead to memory leaks.
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* Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
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*
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* const mObj = CanvasKit.Malloc(Float32Array, 20);
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* Get a TypedArray view around the malloc'd memory (this does not copy anything).
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* const ta = mObj.toTypedArray();
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* // store data into ta
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* const cf = CanvasKit.ColorFilter.MakeMatrix(ta); // mObj could also be used.
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*
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* // eventually...
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* CanvasKit.Free(mObj);
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*
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* @param {TypedArray} typedArray - constructor for the typedArray.
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* @param {number} len - number of *elements* to store.
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*/
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CanvasKit.Malloc = function(typedArray, len) {
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var byteLen = len * typedArray.BYTES_PER_ELEMENT;
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var ptr = CanvasKit._malloc(byteLen);
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return {
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'_ck': true,
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'length': len,
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'byteOffset': ptr,
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typedArray: null,
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'subarray': function(start, end) {
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var sa = this['toTypedArray']().subarray(start, end);
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sa['_ck'] = true;
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return sa;
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},
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'toTypedArray': function() {
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// Check if the previously allocated array is still usable.
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// If it's falsy, then we haven't created an array yet.
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// If it's empty, then WASM resized memory and emptied the array.
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if (this.typedArray && this.typedArray.length) {
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return this.typedArray;
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}
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this.typedArray = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
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// add a marker that this was allocated in C++ land
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this.typedArray['_ck'] = true;
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return this.typedArray;
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},
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};
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};
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/**
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* Free frees the memory returned by Malloc.
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* Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
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*/
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CanvasKit.Free = function(mallocObj) {
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CanvasKit._free(mallocObj['byteOffset']);
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mallocObj['byteOffset'] = nullptr;
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// Set these to null to make sure the TypedArrays can be garbage collected.
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mallocObj['toTypedArray'] = null;
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mallocObj.typedArray = null;
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};
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// This helper will free the given pointer unless the provided array is one
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// that was returned by CanvasKit.Malloc.
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function freeArraysThatAreNotMallocedByUsers(ptr, arr) {
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if (!wasMalloced(arr)) {
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CanvasKit._free(ptr);
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}
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}
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// wasMalloced returns true if the object was created by a call to Malloc. This is determined
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// by looking at a property that was added to our Malloc obj and typed arrays.
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function wasMalloced(obj) {
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return obj && obj['_ck'];
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}
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// We define some "scratch" variables which will house both the pointer to
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// memory we allocate at startup as well as a Malloc object, which we can
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// use to get a TypedArray view of that memory.
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var _scratch3x3MatrixPtr = nullptr;
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var _scratch3x3Matrix; // the result from CanvasKit.Malloc
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var _scratch4x4MatrixPtr = nullptr;
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var _scratch4x4Matrix;
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var _scratchColorPtr = nullptr;
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var _scratchColor;
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var _scratchFourFloatsA;
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var _scratchFourFloatsAPtr = nullptr;
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var _scratchFourFloatsB;
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var _scratchFourFloatsBPtr = nullptr;
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var _scratchThreeFloatsA;
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var _scratchThreeFloatsAPtr = nullptr;
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var _scratchThreeFloatsB;
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var _scratchThreeFloatsBPtr = nullptr;
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var _scratchIRect;
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var _scratchIRectPtr = nullptr;
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var _scratchRRect;
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var _scratchRRectPtr = nullptr;
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var _scratchRRect2;
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var _scratchRRect2Ptr = nullptr;
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// arr can be a normal JS array or a TypedArray
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// dest is a string like 'HEAPU32' that specifies the type the src array
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// should be copied into.
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// ptr can be optionally provided if the memory was already allocated.
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// Callers should eventually free the data unless the C++ object owns the memory,
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// or the provided pointer is a scratch pointer or a user-malloced value.
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// see also freeArraysThatAreNotMallocedByUsers().
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function copy1dArray(arr, dest, ptr) {
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if (!arr || !arr.length) {
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return nullptr;
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}
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// This was created with CanvasKit.Malloc, so it's already been copied.
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if (wasMalloced(arr)) {
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return arr.byteOffset;
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}
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var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT;
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if (!ptr) {
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ptr = CanvasKit._malloc(arr.length * bytesPerElement);
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}
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// In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
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// byte elements. When we run _malloc, we always get an offset/pointer into
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// that block of memory.
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// CanvasKit exposes some different views to make it easier to work with
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// different types. HEAPF32 for example, exposes it as a float*
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// However, to make the ptr line up, we have to do some pointer arithmetic.
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// Concretely, we need to convert ptr to go from an index into a 1-byte-wide
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// buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
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// and thus we divide ptr by 4.
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// It is important to make sure we are grabbing the freshest view of the
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// memory possible because if we call _malloc and the heap needs to grow,
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// the TypedArrayView will no longer be valid.
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CanvasKit[dest].set(arr, ptr / bytesPerElement);
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return ptr;
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}
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// Copies an array of colors to wasm, returning an object with the pointer
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// and info necessary to use the copied colors.
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// Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays.
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// If color is an object that was allocated with CanvasKit.Malloc, its pointer is
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// returned and no extra copy is performed.
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// TODO(nifong): have this accept color builders.
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function copyFlexibleColorArray(colors) {
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var result = {
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colorPtr: nullptr,
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count: colors.length,
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colorType: CanvasKit.ColorType.RGBA_F32,
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};
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if (colors instanceof Float32Array) {
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result.colorPtr = copy1dArray(colors, 'HEAPF32');
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result.count = colors.length / 4;
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} else if (colors instanceof Uint32Array) {
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result.colorPtr = copy1dArray(colors, 'HEAPU32');
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result.colorType = CanvasKit.ColorType.RGBA_8888;
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} else if (colors instanceof Array) {
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result.colorPtr = copyColorArray(colors);
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} else {
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throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors));
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}
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return result;
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}
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function copyColorArray(arr) {
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if (!arr || !arr.length) {
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return nullptr;
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}
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// 4 floats per color, 4 bytes per float.
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var ptr = CanvasKit._malloc(arr.length * 4 * 4);
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var idx = 0;
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var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer.
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for (var r = 0; r < arr.length; r++) {
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for (var c = 0; c < 4; c++) {
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CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c];
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idx++;
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}
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}
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return ptr;
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}
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var defaultPerspective = Float32Array.of(0, 0, 1);
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// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
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// returns a pointer to the memory. This memory is a float* of length 9.
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// If the passed in matrix is null/undefined, we return 0 (nullptr). The
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// returned pointer should NOT be freed, as it is either null or a scratch
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// pointer.
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function copy3x3MatrixToWasm(matr) {
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if (!matr) {
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return nullptr;
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}
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if (matr.length) {
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if (matr.length === 6 || matr.length === 9) {
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// matr should be an array or typed array.
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copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr);
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if (matr.length === 6) {
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// Overwrite the last 3 floats with the default perspective. The divide
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// by 4 casts the pointer into a float pointer.
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CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4);
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}
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return _scratch3x3MatrixPtr;
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} else if (matr.length === 16) {
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// Downsample the 4x4 matrix into a 3x3
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var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
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wasm3x3Matrix[0] = matr[0];
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wasm3x3Matrix[1] = matr[1];
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wasm3x3Matrix[2] = matr[3];
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wasm3x3Matrix[3] = matr[4];
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wasm3x3Matrix[4] = matr[5];
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wasm3x3Matrix[5] = matr[7];
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wasm3x3Matrix[6] = matr[12];
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wasm3x3Matrix[7] = matr[13];
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wasm3x3Matrix[8] = matr[15];
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return _scratch3x3MatrixPtr;
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}
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throw 'invalid matrix size';
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}
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var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
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// Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
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wasm3x3Matrix[0] = matr.m11;
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wasm3x3Matrix[1] = matr.m21;
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wasm3x3Matrix[2] = matr.m41;
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wasm3x3Matrix[3] = matr.m12;
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wasm3x3Matrix[4] = matr.m22;
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wasm3x3Matrix[5] = matr.m42;
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wasm3x3Matrix[6] = matr.m14;
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wasm3x3Matrix[7] = matr.m24;
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wasm3x3Matrix[8] = matr.m44;
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return _scratch3x3MatrixPtr;
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}
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// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
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// returns a pointer to the memory. This memory is a float* of length 16.
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// If the passed in matrix is null/undefined, we return 0 (nullptr). The
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// returned pointer should NOT be freed, as it is either null or a scratch
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// pointer.
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function copy4x4MatrixToWasm(matr) {
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if (!matr) {
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return nullptr;
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}
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var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray']();
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if (matr.length) {
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if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) {
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throw 'invalid matrix size';
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}
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if (matr.length === 16) {
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// matr should be an array or typed array.
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return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr);
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}
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// Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix
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// TODO(skbug.com/10108) This will need to change when we convert our
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// JS 4x4 to be column-major.
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// When upscaling, we need to overwrite the 3rd column and the 3rd row with
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// 0s. It's easiest to just do that with a fill command.
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wasm4x4Matrix.fill(0);
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wasm4x4Matrix[0] = matr[0];
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wasm4x4Matrix[1] = matr[1];
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// skip col 2
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wasm4x4Matrix[3] = matr[2];
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wasm4x4Matrix[4] = matr[3];
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wasm4x4Matrix[5] = matr[4];
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// skip col 2
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wasm4x4Matrix[7] = matr[5];
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// skip row 2
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wasm4x4Matrix[12] = matr[6];
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wasm4x4Matrix[13] = matr[7];
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// skip col 2
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wasm4x4Matrix[15] = matr[8];
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if (matr.length === 6) {
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// fix perspective for the 3x2 case (from above, they will be undefined).
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wasm4x4Matrix[12]=0;
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wasm4x4Matrix[13]=0;
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wasm4x4Matrix[15]=1;
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}
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return _scratch4x4MatrixPtr;
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}
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// Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
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wasm4x4Matrix[0] = matr.m11;
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wasm4x4Matrix[1] = matr.m21;
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wasm4x4Matrix[2] = matr.m31;
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wasm4x4Matrix[3] = matr.m41;
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wasm4x4Matrix[4] = matr.m12;
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wasm4x4Matrix[5] = matr.m22;
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wasm4x4Matrix[6] = matr.m32;
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wasm4x4Matrix[7] = matr.m42;
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wasm4x4Matrix[8] = matr.m13;
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wasm4x4Matrix[9] = matr.m23;
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wasm4x4Matrix[10] = matr.m33;
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wasm4x4Matrix[11] = matr.m43;
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wasm4x4Matrix[12] = matr.m14;
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wasm4x4Matrix[13] = matr.m24;
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wasm4x4Matrix[14] = matr.m34;
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wasm4x4Matrix[15] = matr.m44;
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return _scratch4x4MatrixPtr;
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}
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// copies a 4x4 matrix at the given pointer into a JS array.
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function copy4x4MatrixFromWasm(matrPtr) {
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// read them out into an array. TODO(kjlubick): If we change Matrix to be
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// typedArrays, then we should return a typed array here too.
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var rv = new Array(16);
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for (var i = 0; i < 16; i++) {
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rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float.
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}
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return rv;
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}
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// copies the given floats into the wasm heap as an SkColor4f. Unless a non-scratch pointer is
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// passed into ptr, callers do NOT need to free the returned pointer.
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function copyColorToWasm(color4f, ptr) {
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return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr);
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}
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// copies the given color into the wasm heap. Callers do not need to free the returned pointer.
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function copyColorComponentsToWasm(r, g, b, a) {
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var colors = _scratchColor['toTypedArray']();
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colors[0] = r;
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colors[1] = g;
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colors[2] = b;
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colors[3] = a;
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return _scratchColorPtr;
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}
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// copies the given color into the wasm heap. Callers must free the returned pointer.
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function copyColorToWasmNoScratch(color4f) {
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// TODO(kjlubick): accept 4 floats or int color
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return copy1dArray(color4f, 'HEAPF32');
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}
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// copies the four floats at the given pointer in a js Float32Array
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function copyColorFromWasm(colorPtr) {
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var rv = new Float32Array(4);
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for (var i = 0; i < 4; i++) {
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rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float.
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}
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return rv;
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}
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// copies the given floats into the wasm heap as an SkRect. Unless a non-scratch pointer is
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// passed into ptr, callers do NOT need to free the returned pointer.
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function copyRectToWasm(fourFloats, ptr) {
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return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchFourFloatsAPtr);
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}
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// copies the given ints into the wasm heap as an SkIRect. Unless a non-scratch pointer is
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// passed into ptr, callers do NOT need to free the returned pointer.
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function copyIRectToWasm(fourInts, ptr) {
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return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr);
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}
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// copies the given floats into the wasm heap as an SkRRect. Unless a non-scratch pointer is
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// passed into ptr, callers do NOT need to free the returned pointer.
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function copyRRectToWasm(twelveFloats, ptr) {
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return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr);
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} |