421ba88d15
There should be no functional changes. I also address some forgotten changes to canvaskit-wasm-tests.ts from CLs last week. Bug: skia:10717 Change-Id: If02f60813af0aa42acd637639e40f4d6d0b38bd7 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/327157 Reviewed-by: Nathaniel Nifong <nifong@google.com>
828 lines
26 KiB
JavaScript
828 lines
26 KiB
JavaScript
// helper JS that could be used anywhere in the glue code
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function clamp(c) {
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return Math.round(Math.max(0, Math.min(c || 0, 255)));
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}
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// Constructs a Color with the same API as CSS's rgba(), that is
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// r,g,b are 0-255, and a is 0.0 to 1.0.
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// if a is omitted, it will be assumed to be 1.0
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// Internally, Colors are a TypedArray of four unpremultiplied 32-bit floats: a, r, g, b
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// In order to construct one with more precision or in a wider gamut, use
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// CanvasKit.Color4f
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CanvasKit.Color = function(r, g, b, a) {
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if (a === undefined) {
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a = 1;
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}
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return CanvasKit.Color4f(clamp(r)/255, clamp(g)/255, clamp(b)/255, a);
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}
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// Constructs a Color as a 32 bit unsigned integer, with 8 bits assigned to each channel.
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// Channels are expected to be between 0 and 255 and will be clamped as such.
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CanvasKit.ColorAsInt = function(r, g, b, a) {
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// default to opaque
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if (a === undefined) {
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a = 255;
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}
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// This is consistent with how Skia represents colors in C++, as an unsigned int.
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// This is also consistent with how Flutter represents colors:
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// https://github.com/flutter/engine/blob/243bb59c7179a7e701ce478080d6ce990710ae73/lib/web_ui/lib/src/ui/painting.dart#L50
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return (((clamp(a) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)
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& 0xFFFFFFF) // This truncates the unsigned to 32 bits and signals to JS engines they can
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// represent the number with an int instead of a double.
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>>> 0); // This makes the value an unsigned int.
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}
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// Construct a 4-float color.
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// Opaque if opacity is omitted.
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CanvasKit.Color4f = function(r, g, b, a) {
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if (a === undefined) {
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a = 1;
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}
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return Float32Array.of(r, g, b, a);
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}
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// Color constants use property getters to prevent other code from accidentally
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// changing them.
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Object.defineProperty(CanvasKit, 'TRANSPARENT', {
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get: function() { return CanvasKit.Color4f(0, 0, 0, 0); }
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});
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Object.defineProperty(CanvasKit, 'BLACK', {
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get: function() { return CanvasKit.Color4f(0, 0, 0, 1); }
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});
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Object.defineProperty(CanvasKit, 'WHITE', {
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get: function() { return CanvasKit.Color4f(1, 1, 1, 1); }
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});
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Object.defineProperty(CanvasKit, 'RED', {
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get: function() { return CanvasKit.Color4f(1, 0, 0, 1); }
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});
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Object.defineProperty(CanvasKit, 'GREEN', {
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get: function() { return CanvasKit.Color4f(0, 1, 0, 1); }
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});
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Object.defineProperty(CanvasKit, 'BLUE', {
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get: function() { return CanvasKit.Color4f(0, 0, 1, 1); }
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});
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Object.defineProperty(CanvasKit, 'YELLOW', {
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get: function() { return CanvasKit.Color4f(1, 1, 0, 1); }
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});
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Object.defineProperty(CanvasKit, 'CYAN', {
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get: function() { return CanvasKit.Color4f(0, 1, 1, 1); }
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});
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Object.defineProperty(CanvasKit, 'MAGENTA', {
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get: function() { return CanvasKit.Color4f(1, 0, 1, 1); }
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});
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// returns a css style [r, g, b, a] from a CanvasKit.Color
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// where r, g, b are returned as ints in the range [0, 255]
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// where a is scaled between 0 and 1.0
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CanvasKit.getColorComponents = function(color) {
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return [
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Math.floor(color[0]*255),
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Math.floor(color[1]*255),
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Math.floor(color[2]*255),
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color[3]
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];
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}
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// parseColorString takes in a CSS color value and returns a CanvasKit.Color
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// (which is an array of 4 floats in RGBA order). An optional colorMap
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// may be provided which maps custom strings to values.
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// In the CanvasKit canvas2d shim layer, we provide this map for processing
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// canvas2d calls, but not here for code size reasons.
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CanvasKit.parseColorString = function(colorStr, colorMap) {
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colorStr = colorStr.toLowerCase();
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// See https://drafts.csswg.org/css-color/#typedef-hex-color
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if (colorStr.startsWith('#')) {
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var r, g, b, a = 255;
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switch (colorStr.length) {
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case 9: // 8 hex chars #RRGGBBAA
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a = parseInt(colorStr.slice(7, 9), 16);
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case 7: // 6 hex chars #RRGGBB
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r = parseInt(colorStr.slice(1, 3), 16);
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g = parseInt(colorStr.slice(3, 5), 16);
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b = parseInt(colorStr.slice(5, 7), 16);
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break;
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case 5: // 4 hex chars #RGBA
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// multiplying by 17 is the same effect as
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// appending another character of the same value
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// e.g. e => ee == 14 => 238
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a = parseInt(colorStr.slice(4, 5), 16) * 17;
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case 4: // 6 hex chars #RGB
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r = parseInt(colorStr.slice(1, 2), 16) * 17;
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g = parseInt(colorStr.slice(2, 3), 16) * 17;
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b = parseInt(colorStr.slice(3, 4), 16) * 17;
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break;
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}
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return CanvasKit.Color(r, g, b, a/255);
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} else if (colorStr.startsWith('rgba')) {
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// Trim off rgba( and the closing )
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colorStr = colorStr.slice(5, -1);
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var nums = colorStr.split(',');
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return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
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valueOrPercent(nums[3]));
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} else if (colorStr.startsWith('rgb')) {
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// Trim off rgba( and the closing )
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colorStr = colorStr.slice(4, -1);
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var nums = colorStr.split(',');
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// rgb can take 3 or 4 arguments
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return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
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valueOrPercent(nums[3]));
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} else if (colorStr.startsWith('gray(')) {
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// TODO
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} else if (colorStr.startsWith('hsl')) {
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// TODO
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} else if (colorMap) {
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// Try for named color
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var nc = colorMap[colorStr];
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if (nc !== undefined) {
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return nc;
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}
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}
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Debug('unrecognized color ' + colorStr);
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return CanvasKit.BLACK;
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}
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function isCanvasKitColor(ob) {
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if (!ob) {
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return false;
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}
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return (ob.constructor === Float32Array && ob.length === 4);
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}
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// Warning information is lost by this conversion
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function toUint32Color(c) {
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return ((clamp(c[3]*255) << 24) | (clamp(c[0]*255) << 16) | (clamp(c[1]*255) << 8) | (clamp(c[2]*255) << 0)) >>> 0;
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}
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// Accepts various colors representations and converts them to an array of int colors.
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// Does not handle builders.
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function assureIntColors(arr) {
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if (arr instanceof Float32Array) {
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var count = Math.floor(arr.length / 4);
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var result = new Uint32Array(count);
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for (var i = 0; i < count; i ++) {
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result[i] = toUint32Color(arr.slice(i*4, (i+1)*4));
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}
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return result;
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} else if (arr instanceof Uint32Array) {
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return arr;
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} else if (arr instanceof Array && arr[0] instanceof Float32Array) {
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return arr.map(toUint32Color);
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}
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}
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function uIntColorToCanvasKitColor(c) {
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return CanvasKit.Color(
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(c >> 16) & 0xFF,
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(c >> 8) & 0xFF,
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(c >> 0) & 0xFF,
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((c >> 24) & 0xFF) / 255
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);
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}
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function valueOrPercent(aStr) {
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if (aStr === undefined) {
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return 1; // default to opaque.
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}
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var a = parseFloat(aStr);
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if (aStr && aStr.indexOf('%') !== -1) {
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return a / 100;
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}
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return a;
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}
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CanvasKit.multiplyByAlpha = function(color, alpha) {
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// make a copy of the color so the function remains pure.
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var result = color.slice();
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result[3] = Math.max(0, Math.min(result[3] * alpha, 1));
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return result;
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}
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function radiansToDegrees(rad) {
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return (rad / Math.PI) * 180;
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}
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function degreesToRadians(deg) {
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return (deg / 180) * Math.PI;
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}
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// See https://stackoverflow.com/a/31090240
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// This contraption keeps closure from minifying away the check
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// if btoa is defined *and* prevents runtime 'btoa' or 'window' is not defined.
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// Defined outside any scopes to make it available in all files.
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var isNode = !(new Function('try {return this===window;}catch(e){ return false;}')());
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function almostEqual(floata, floatb) {
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return Math.abs(floata - floatb) < 0.00001;
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}
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var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
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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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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 (arr['_ck']) {
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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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// arr should be a non-jagged 2d JS array (TypedArrays can't be nested
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// inside themselves). A common use case is points.
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// dest is something like CanvasKit.HEAPF32
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// ptr can be optionally provided if the memory was already allocated.
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// TODO(kjlubick): Remove 2d arrays - everything should be flat.
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function copy2dArray(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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var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT;
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if (!ptr) {
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ptr = CanvasKit._malloc(arr.length * arr[0].length * bytesPerElement);
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}
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// Make sure we have a fresh view of the heap after we malloc.
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dest = CanvasKit[dest];
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var idx = 0;
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var adjustedPtr = ptr / bytesPerElement;
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for (var r = 0; r < arr.length; r++) {
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for (var c = 0; c < arr[0].length; c++) {
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dest[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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// 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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// Array of Float32Arrays is deprecated and planned to be removed, prefer flat
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// Float32Array
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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 && colors[0] instanceof Float32Array) {
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result.colorPtr = copy2dArray(colors, 'HEAPF32');
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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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var defaultPerspective = Float32Array.of(0, 0, 1);
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var _scratch3x3MatrixPtr = nullptr;
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var _scratch3x3Matrix; // the result from CanvasKit.Malloc
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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). All calls
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// on the C++ side should check for nullptr where appropriate. It is generally
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// the responsibility of the JS side code to call CanvasKit._free on the
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// allocated memory before returning to the user code.
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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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// TODO(kjlubick): Downsample a 16 length (4x4 matrix)
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if (matr.length !== 6 && matr.length !== 9) {
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throw 'invalid matrix size';
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}
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// matr should be an array or typed array.
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var mPtr = 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 + mPtr / 4);
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}
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return mPtr;
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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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var _scratch4x4MatrixPtr = nullptr;
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var _scratch4x4Matrix; // the result from CanvasKit.Malloc
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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. It is the caller's
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// responsibility to free the matrPtr if needed.
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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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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);
|
|
}
|
|
}
|