skia2/modules/canvaskit/gpu.js
Kevin Lubick d31c6a9db1 [canvaskit] Change contexts when making surfaces from GrContext
Suggested by jason-simmons
https://github.com/flutter/flutter/issues/95259#issuecomment-1026390189

Change-Id: Id523648dc4d8db261577f2cf4b46d52cc3335451
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/502310
Reviewed-by: Nathaniel Nifong <nifong@google.com>
2022-02-01 15:56:04 +00:00

333 lines
14 KiB
JavaScript

// Adds compile-time JS functions to augment the CanvasKit interface.
// Specifically, anything that should only be on the GPU version of canvaskit.
// Functions in this file are supplemented by cpu.js.
(function(CanvasKit){
CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
CanvasKit._extraInitializations.push(function() {
function get(obj, attr, defaultValue) {
if (obj && obj.hasOwnProperty(attr)) {
return obj[attr];
}
return defaultValue;
}
CanvasKit.GetWebGLContext = function(canvas, attrs) {
if (!canvas) {
throw 'null canvas passed into makeWebGLContext';
}
var contextAttributes = {
'alpha': get(attrs, 'alpha', 1),
'depth': get(attrs, 'depth', 1),
'stencil': get(attrs, 'stencil', 8),
'antialias': get(attrs, 'antialias', 0),
'premultipliedAlpha': get(attrs, 'premultipliedAlpha', 1),
'preserveDrawingBuffer': get(attrs, 'preserveDrawingBuffer', 0),
'preferLowPowerToHighPerformance': get(attrs, 'preferLowPowerToHighPerformance', 0),
'failIfMajorPerformanceCaveat': get(attrs, 'failIfMajorPerformanceCaveat', 0),
'enableExtensionsByDefault': get(attrs, 'enableExtensionsByDefault', 1),
'explicitSwapControl': get(attrs, 'explicitSwapControl', 0),
'renderViaOffscreenBackBuffer': get(attrs, 'renderViaOffscreenBackBuffer', 0),
};
if (attrs && attrs['majorVersion']) {
contextAttributes['majorVersion'] = attrs['majorVersion']
} else {
// Default to WebGL 2 if available and not specified.
contextAttributes['majorVersion'] = (typeof WebGL2RenderingContext !== 'undefined') ? 2 : 1;
}
// This check is from the emscripten version
if (contextAttributes['explicitSwapControl']) {
throw 'explicitSwapControl is not supported';
}
// Creates a WebGL context and sets it to be the current context.
// These functions are defined in emscripten's library_webgl.js
var handle = GL.createContext(canvas, contextAttributes);
if (!handle) {
return 0;
}
GL.makeContextCurrent(handle);
return handle;
};
CanvasKit.deleteContext = function(handle) {
GL.deleteContext(handle);
};
CanvasKit._setTextureCleanup({
'deleteTexture': function(webglHandle, texHandle) {
var tex = GL.textures[texHandle];
if (tex) {
GL.getContext(webglHandle).GLctx.deleteTexture(tex);
}
GL.textures[texHandle] = null;
},
});
CanvasKit.MakeGrContext = function(ctx) {
// Make sure we are pointing at the right WebGL context.
if (!this.setCurrentContext(ctx)) {
return null;
}
var grCtx = this._MakeGrContext();
if (!grCtx) {
return null;
}
// This context is an index into the emscripten-provided GL wrapper.
grCtx._context = ctx;
return grCtx;
}
CanvasKit.MakeOnScreenGLSurface = function(grCtx, w, h, colorspace) {
if (!this.setCurrentContext(grCtx._context)) {
return null;
}
var surface = this._MakeOnScreenGLSurface(grCtx, w, h, colorspace);
if (!surface) {
return null;
}
surface._context = grCtx._context;
return surface;
}
CanvasKit.MakeRenderTarget = function() {
var grCtx = arguments[0];
if (!this.setCurrentContext(grCtx._context)) {
return null;
}
var surface;
if (arguments.length === 3) {
surface = this._MakeRenderTargetWH(grCtx, arguments[1], arguments[2]);
if (!surface) {
return null;
}
} else if (arguments.length === 2) {
surface = this._MakeRenderTargetII(grCtx, arguments[1]);
if (!surface) {
return null;
}
} else {
Debug('Expected 2 or 3 params');
return null;
}
surface._context = grCtx._context;
return surface;
}
// idOrElement can be of types:
// - String - in which case it is interpreted as an id of a
// canvas element.
// - HTMLCanvasElement - in which the provided canvas element will
// be used directly.
// colorSpace - sk_sp<ColorSpace> - one of the supported color spaces:
// CanvasKit.ColorSpace.SRGB
// CanvasKit.ColorSpace.DISPLAY_P3
// CanvasKit.ColorSpace.ADOBE_RGB
CanvasKit.MakeWebGLCanvasSurface = function(idOrElement, colorSpace, attrs) {
colorSpace = colorSpace || null;
var canvas = idOrElement;
var isHTMLCanvas = typeof HTMLCanvasElement !== 'undefined' && canvas instanceof HTMLCanvasElement;
var isOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && canvas instanceof OffscreenCanvas;
if (!isHTMLCanvas && !isOffscreenCanvas) {
canvas = document.getElementById(idOrElement);
if (!canvas) {
throw 'Canvas with id ' + idOrElement + ' was not found';
}
}
var ctx = this.GetWebGLContext(canvas, attrs);
if (!ctx || ctx < 0) {
throw 'failed to create webgl context: err ' + ctx;
}
var grcontext = this.MakeGrContext(ctx);
// Note that canvas.width/height here is used because it gives the size of the buffer we're
// rendering into. This may not be the same size the element is displayed on the page, which
// constrolled by css, and available in canvas.clientWidth/height.
var surface = this.MakeOnScreenGLSurface(grcontext, canvas.width, canvas.height, colorSpace);
if (!surface) {
Debug('falling back from GPU implementation to a SW based one');
// we need to throw away the old canvas (which was locked to
// a webGL context) and create a new one so we can
var newCanvas = canvas.cloneNode(true);
var parent = canvas.parentNode;
parent.replaceChild(newCanvas, canvas);
// add a class so the user can detect that it was replaced.
newCanvas.classList.add('ck-replaced');
return CanvasKit.MakeSWCanvasSurface(newCanvas);
}
return surface;
};
// Default to trying WebGL first.
CanvasKit.MakeCanvasSurface = CanvasKit.MakeWebGLCanvasSurface;
function pushTexture(tex) {
// GL is an emscripten object that holds onto WebGL state. One item in that state is
// an array of textures, of which the index is the handle/id. We must call getNewId so
// the GL's tracking of textures is up to date and we do not accidentally use the same
// texture in two different places if Skia creates a texture. (e.g. skbug.com/12797)
var texHandle = GL.getNewId(GL.textures);
GL.textures[texHandle] = tex;
return texHandle
}
CanvasKit.Surface.prototype.makeImageFromTexture = function(tex, info) {
CanvasKit.setCurrentContext(this._context);
var texHandle = pushTexture(tex);
var img = this._makeImageFromTexture(this._context, texHandle, info);
if (img) {
img._tex = texHandle;
}
return img;
};
// We try to find the natural media type (for <img> and <video>), display* for
// https://developer.mozilla.org/en-US/docs/Web/API/VideoFrame and then fall back to
// the height and width (to cover <canvas>, ImageBitmap or ImageData).
function getHeight(src) {
return src['naturalHeight'] || src['videoHeight'] || src['displayHeight'] || src['height'];
}
function getWidth(src) {
return src['naturalWidth'] || src['videoWidth'] || src['displayWidth'] || src['width'];
}
CanvasKit.Surface.prototype.makeImageFromTextureSource = function(src, info) {
if (!info) {
info = {
'height': getHeight(src),
'width': getWidth(src),
'colorType': CanvasKit.ColorType.RGBA_8888,
'alphaType': CanvasKit.AlphaType.Unpremul,
};
}
if (!info['colorSpace']) {
info['colorSpace'] = CanvasKit.ColorSpace.SRGB;
}
if (info['colorType'] !== CanvasKit.ColorType.RGBA_8888) {
Debug('colorType currently has no impact on makeImageFromTextureSource');
}
// We want to be pointing at the context associated with this surface.
CanvasKit.setCurrentContext(this._context);
var glCtx = GL.currentContext.GLctx;
var newTex = glCtx.createTexture();
glCtx.bindTexture(glCtx.TEXTURE_2D, newTex);
if (GL.currentContext.version === 2) {
glCtx.texImage2D(glCtx.TEXTURE_2D, 0, glCtx.RGBA, info['width'], info['height'], 0, glCtx.RGBA, glCtx.UNSIGNED_BYTE, src);
} else {
glCtx.texImage2D(glCtx.TEXTURE_2D, 0, glCtx.RGBA, glCtx.RGBA, glCtx.UNSIGNED_BYTE, src);
}
glCtx.bindTexture(glCtx.TEXTURE_2D, null);
return this.makeImageFromTexture(newTex, info);
};
CanvasKit.Surface.prototype.updateTextureFromSource = function(img, src) {
if (!img._tex) {
Debug('Image is not backed by a user-provided texture');
return;
}
CanvasKit.setCurrentContext(this._context);
var glCtx = GL.currentContext.GLctx;
// Copy the contents of src over the texture associated with this image.
var tex = GL.textures[img._tex];
glCtx.bindTexture(glCtx.TEXTURE_2D, tex);
if (GL.currentContext.version === 2) {
glCtx.texImage2D(glCtx.TEXTURE_2D, 0, glCtx.RGBA, getWidth(src), getHeight(src), 0, glCtx.RGBA, glCtx.UNSIGNED_BYTE, src);
} else {
glCtx.texImage2D(glCtx.TEXTURE_2D, 0, glCtx.RGBA, glCtx.RGBA, glCtx.UNSIGNED_BYTE, src);
}
glCtx.bindTexture(glCtx.TEXTURE_2D, null);
// Tell Skia we messed with the currently bound texture.
this._resetContext();
// Create a new texture entry and put null into the old slot. This keeps our texture alive,
// otherwise it will be deleted when we delete the old Image.
GL.textures[img._tex] = null;
img._tex = pushTexture(tex);
var ii = img.getImageInfo();
ii['colorSpace'] = img.getColorSpace();
// Skia may cache parts of the image, and some places assume images are immutable. In order
// to make things work, we create a new SkImage based on the same texture as the old image.
var newImg = this._makeImageFromTexture(this._context, img._tex, ii);
// To make things more ergonomic for the user, we change passed in img object to refer
// to the new image and clean up the old SkImage object. This has the effect of updating
// the Image (from the user's side of things), because they shouldn't be caring about what
// part of WASM memory we are pointing to.
// The $$ part is provided by emscripten's embind, so this could break if they change
// things on us.
// https://github.com/emscripten-core/emscripten/blob/a65d70c809f077542649c60097787e1c7460ced6/src/embind/embind.js
// They do not do anything special to keep closure from minifying things and neither do we.
var oldPtr = img.$$.ptr;
var oldSmartPtr = img.$$.smartPtr;
img.$$.ptr = newImg.$$.ptr;
img.$$.smartPtr = newImg.$$.smartPtr;
// We want to clean up the previous image, so we swap out the pointers and call delete on it
// which should have that effect.
newImg.$$.ptr = oldPtr;
newImg.$$.smartPtr = oldSmartPtr;
newImg.delete();
// Clean up the colorspace that we used.
ii['colorSpace'].delete();
}
CanvasKit.MakeLazyImageFromTextureSource = function(src, info) {
if (!info) {
info = {
'height': getHeight(src),
'width': getWidth(src),
'colorType': CanvasKit.ColorType.RGBA_8888,
'alphaType': CanvasKit.AlphaType.Unpremul,
};
}
if (!info['colorSpace']) {
info['colorSpace'] = CanvasKit.ColorSpace.SRGB;
}
if (info['colorType'] !== CanvasKit.ColorType.RGBA_8888) {
Debug('colorType currently has no impact on MakeLazyImageFromTextureSource');
}
var callbackObj = {
'makeTexture': function() {
// This callback function will make a texture on the current drawing surface (i.e.
// the current WebGL context). It assumes that Skia is just about to draw the texture
// to the desired surface, and thus the currentContext is the correct one.
// This is a lot easier than needing to pass the surface handle from the C++ side here.
var ctx = GL.currentContext;
var glCtx = ctx.GLctx;
var newTex = glCtx.createTexture();
glCtx.bindTexture(glCtx.TEXTURE_2D, newTex);
if (ctx.version === 2) {
glCtx.texImage2D(glCtx.TEXTURE_2D, 0, glCtx.RGBA, info['width'], info['height'], 0, glCtx.RGBA, glCtx.UNSIGNED_BYTE, src);
} else {
glCtx.texImage2D(glCtx.TEXTURE_2D, 0, glCtx.RGBA, glCtx.RGBA, glCtx.UNSIGNED_BYTE, src);
}
glCtx.bindTexture(glCtx.TEXTURE_2D, null);
return pushTexture(newTex);
},
'freeSrc': function() {
// This callback will be executed whenever the returned image is deleted. This gives
// us a chance to free up the src (which we now own). Generally, there's nothing
// we need to do (we can let JS garbage collection do its thing). The one exception
// is for https://developer.mozilla.org/en-US/docs/Web/API/VideoFrame, which we should
// close when we are done.
},
}
if (src.constructor.name === 'VideoFrame') {
callbackObj['freeSrc'] = function() {
src.close();
}
}
return CanvasKit.Image._makeFromGenerator(info, callbackObj);
}
CanvasKit.setCurrentContext = function(ctx) {
if (!ctx) {
return false;
}
return GL.makeContextCurrent(ctx);
};
});
}(Module)); // When this file is loaded in, the high level object is "Module";