70b6729a05
It would otherwise be difficult/tedious/not-backwards-compatible to return the RuntimeEffect AND the error message. Change-Id: I9bdbafb653398ccbb72e6e762ec4b6af294f9110 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/365483 Reviewed-by: Joe Gregorio <jcgregorio@google.com>
45 lines
2.2 KiB
JavaScript
45 lines
2.2 KiB
JavaScript
CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
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CanvasKit._extraInitializations.push(function() {
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// sksl is the shader code.
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// errorCallback is a function that will be called with an error string if the
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// effect cannot be made. If not provided, the error will be logged.
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CanvasKit.RuntimeEffect.Make = function(sksl, errorCallback) {
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// The easiest way to pass a function into C++ code is to wrap it in an object and
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// treat it as an emscripten::val on the other side.
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var callbackObj = {
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'onError': errorCallback || function(err) {
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console.log('RuntimeEffect error', err);
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},
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};
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return CanvasKit.RuntimeEffect._Make(sksl, callbackObj);
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};
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CanvasKit.RuntimeEffect.prototype.makeShader = function(floats, isOpaque, localMatrix) {
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// We don't need to free these floats because they will become owned by the shader.
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var fptr = copy1dArray(floats, "HEAPF32");
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var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
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// Our array has 4 bytes per float, so be sure to account for that before
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// sending it over the wire.
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return this._makeShader(fptr, floats.length * 4, !!isOpaque, localMatrixPtr);
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}
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// childrenWithShaders is an array of other shaders (e.g. Image.makeShader())
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CanvasKit.RuntimeEffect.prototype.makeShaderWithChildren = function(floats, isOpaque, childrenShaders, localMatrix) {
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// We don't need to free these floats because they will become owned by the shader.
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var fptr = copy1dArray(floats, "HEAPF32");
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var localMatrixPtr = copy3x3MatrixToWasm(localMatrix);
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var barePointers = [];
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for (var i = 0; i < childrenShaders.length; i++) {
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// childrenShaders are emscriptens smart pointer type. We want to get the bare pointer
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// and send that over the wire, so it can be re-wrapped as an sk_sp.
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barePointers.push(childrenShaders[i].$$.ptr);
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}
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var childrenPointers = copy1dArray(barePointers, "HEAPU32");
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// Our array has 4 bytes per float, so be sure to account for that before
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// sending it over the wire.
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return this._makeShaderWithChildren(fptr, floats.length * 4, !!isOpaque, childrenPointers,
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barePointers.length, localMatrixPtr);
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}
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});
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