6aa3869f76
At startup, we allocate a few scratch arrays and then use those instead of having to malloc and free a bunch of arrays during runtime. The benchmark that was added is a bit noisy (probably because of the garbage collection going on from the created Float32Arrays), but a few percent faster. We also don't set the paragraph background/foreground colors to transparent because we check them being falsey before sending them over the wire. I noticed that if foreground was transparent black, no text shows up at all, which was unexpected. Change-Id: I9f3a590a122d7de222cb5f58ea40e86b2d261c96 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/292685 Reviewed-by: Nathaniel Nifong <nifong@google.com>
67 lines
2.4 KiB
JavaScript
67 lines
2.4 KiB
JavaScript
// Adds compile-time JS functions to augment the CanvasKit interface.
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// Specifically, anything that should only be on the Skottie builds of canvaskit.
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// assets is a dictionary of named blobs: { key: ArrayBuffer, ... }
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// The keys should be well-behaved strings - they're turned into null-terminated
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// strings for the native side.
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CanvasKit.MakeManagedAnimation = function(json, assets) {
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if (!CanvasKit._MakeManagedAnimation) {
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throw 'Not compiled with MakeManagedAnimation';
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}
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if (!assets) {
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return CanvasKit._MakeManagedAnimation(json, 0, nullptr, nullptr, nullptr);
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}
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var assetNamePtrs = [];
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var assetDataPtrs = [];
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var assetSizes = [];
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var assetKeys = Object.keys(assets || {});
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for (var i = 0; i < assetKeys.length; i++) {
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var key = assetKeys[i];
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var buffer = assets[key];
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var data = new Uint8Array(buffer);
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var iptr = CanvasKit._malloc(data.byteLength);
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CanvasKit.HEAPU8.set(data, iptr);
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assetDataPtrs.push(iptr);
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assetSizes.push(data.byteLength);
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// lengthBytesUTF8 and stringToUTF8Array are defined in the emscripten
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// JS. See https://kripken.github.io/emscripten-site/docs/api_reference/preamble.js.html#stringToUTF8
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// Add 1 for null terminator
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var strLen = lengthBytesUTF8(key) + 1;
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var strPtr = CanvasKit._malloc(strLen);
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stringToUTF8(key, strPtr, strLen);
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assetNamePtrs.push(strPtr);
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}
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// Not entirely sure if it matters, but the uintptr_t are 32 bits
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// we want to copy our array of uintptr_t into the right size memory.
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var namesPtr = copy1dArray(assetNamePtrs, CanvasKit.HEAPU32);
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var assetsPtr = copy1dArray(assetDataPtrs, CanvasKit.HEAPU32);
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var assetSizesPtr = copy1dArray(assetSizes, CanvasKit.HEAPU32);
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var anim = CanvasKit._MakeManagedAnimation(json, assetKeys.length, namesPtr,
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assetsPtr, assetSizesPtr);
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// The C++ code has made copies of the asset and string data, so free our copies.
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CanvasKit._free(namesPtr);
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CanvasKit._free(assetsPtr);
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CanvasKit._free(assetSizesPtr);
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return anim;
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};
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(function(CanvasKit){
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CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
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CanvasKit._extraInitializations.push(function() {
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CanvasKit.ManagedAnimation.prototype.setColor = function(key, color) {
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var cPtr = copyColorToWasm(color);
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this._setColor(key, cPtr);
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}
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});
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}(Module)); // When this file is loaded in, the high level object is "Module";
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