d1c6cc1692
This is a reland of 2c3cec998f
Original change's description:
> [canvaskit] Break up helper.js into smaller files
>
> This will hopefully make some things easier to find/understand.
> I have a few more ideas for breaking up other parts.
>
> Bug: skia:11203
> Change-Id: Ia54c13fd6e3c897e04a737b258f6e77c50a1aed3
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/356839
> Reviewed-by: Nathaniel Nifong <nifong@google.com>
Bug: skia:11203
Change-Id: I8850e8e9e5f39f537232e0f1f8a814f763ab7853
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/363942
Reviewed-by: Kevin Lubick <kjlubick@google.com>
244 lines
6.8 KiB
JavaScript
244 lines
6.8 KiB
JavaScript
// TODO(kjlubick)
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// The remaining functions here are deprecated and should be removed eventually.
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// Caching the Float32Arrays can save having to reallocate them
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// over and over again.
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var Float32ArrayCache = {};
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// Takes a 2D array of commands and puts them into the WASM heap
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// as a 1D array. This allows them to referenced from the C++ code.
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// Returns a 2 element array, with the first item being essentially a
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// pointer to the array and the second item being the length of
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// the new 1D array.
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//
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// Example usage:
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// let cmds = [
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// [CanvasKit.MOVE_VERB, 0, 10],
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// [CanvasKit.LINE_VERB, 30, 40],
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// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
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// ];
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// TODO(kjlubick) remove this and Float32ArrayCache (superceded by Malloc).
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function loadCmdsTypedArray(arr) {
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var len = 0;
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for (var r = 0; r < arr.length; r++) {
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len += arr[r].length;
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}
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var ta;
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if (Float32ArrayCache[len]) {
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ta = Float32ArrayCache[len];
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} else {
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ta = new Float32Array(len);
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Float32ArrayCache[len] = ta;
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}
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// Flatten into a 1d array
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var i = 0;
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for (var r = 0; r < arr.length; r++) {
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for (var c = 0; c < arr[r].length; c++) {
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var item = arr[r][c];
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ta[i] = item;
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i++;
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}
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}
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var ptr = copy1dArray(ta, 'HEAPF32');
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return [ptr, len];
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}
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// TODO(kjlubick) remove Builders - no longer needed now that Malloc is a thing.
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/**
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* Generic helper for dealing with an array of four floats.
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*/
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CanvasKit.FourFloatArrayHelper = function() {
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this._floats = [];
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this._ptr = null;
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Object.defineProperty(this, 'length', {
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enumerable: true,
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get: function() {
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return this._floats.length / 4;
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},
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});
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};
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/**
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* push the four floats onto the end of the array - if build() has already
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* been called, the call will return without modifying anything.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) {
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if (this._ptr) {
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Debug('Cannot push more points - already built');
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return;
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}
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this._floats.push(f1, f2, f3, f4);
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};
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/**
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* Set the four floats at a given index - if build() has already
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* been called, the WASM memory will be written to directly.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) {
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if (idx < 0 || idx >= this._floats.length/4) {
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Debug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4);
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return;
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}
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idx *= 4;
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var BYTES_PER_ELEMENT = 4;
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if (this._ptr) {
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// convert this._ptr from uint8_t* to SkScalar* by dividing by 4
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var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
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CanvasKit.HEAPF32[floatPtr] = f1;
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CanvasKit.HEAPF32[floatPtr + 1] = f2;
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CanvasKit.HEAPF32[floatPtr + 2] = f3;
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CanvasKit.HEAPF32[floatPtr + 3] = f4;
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return;
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}
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this._floats[idx] = f1;
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this._floats[idx + 1] = f2;
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this._floats[idx + 2] = f3;
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this._floats[idx + 3] = f4;
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};
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/**
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* Copies the float data to the WASM memory and returns a pointer
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* to that allocated memory. Once build has been called, this
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* float array cannot be made bigger.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.build = function() {
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if (this._ptr) {
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return this._ptr;
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}
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this._ptr = copy1dArray(this._floats, 'HEAPF32');
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return this._ptr;
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};
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/**
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* Frees the wasm memory associated with this array. Of note,
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* the points are not removed, so push/set/build can all
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* be called to make a newly allocated (possibly bigger)
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* float array.
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*/
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CanvasKit.FourFloatArrayHelper.prototype.delete = function() {
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if (this._ptr) {
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CanvasKit._free(this._ptr);
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this._ptr = null;
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}
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};
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/**
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* Generic helper for dealing with an array of unsigned ints.
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*/
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CanvasKit.OneUIntArrayHelper = function() {
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this._uints = [];
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this._ptr = null;
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Object.defineProperty(this, 'length', {
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enumerable: true,
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get: function() {
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return this._uints.length;
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},
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});
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};
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/**
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* push the unsigned int onto the end of the array - if build() has already
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* been called, the call will return without modifying anything.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.push = function(u) {
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if (this._ptr) {
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Debug('Cannot push more points - already built');
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return;
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}
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this._uints.push(u);
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};
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/**
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* Set the uint at a given index - if build() has already
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* been called, the WASM memory will be written to directly.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) {
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if (idx < 0 || idx >= this._uints.length) {
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Debug('Cannot set index ' + idx + ', it is out of range', this._uints.length);
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return;
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}
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idx *= 4;
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var BYTES_PER_ELEMENT = 4;
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if (this._ptr) {
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// convert this._ptr from uint8_t* to SkScalar* by dividing by 4
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var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
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CanvasKit.HEAPU32[uintPtr] = u;
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return;
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}
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this._uints[idx] = u;
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};
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/**
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* Copies the uint data to the WASM memory and returns a pointer
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* to that allocated memory. Once build has been called, this
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* unit array cannot be made bigger.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.build = function() {
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if (this._ptr) {
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return this._ptr;
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}
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this._ptr = copy1dArray(this._uints, 'HEAPU32');
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return this._ptr;
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};
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/**
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* Frees the wasm memory associated with this array. Of note,
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* the points are not removed, so push/set/build can all
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* be called to make a newly allocated (possibly bigger)
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* uint array.
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*/
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CanvasKit.OneUIntArrayHelper.prototype.delete = function() {
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if (this._ptr) {
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CanvasKit._free(this._ptr);
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this._ptr = null;
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}
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};
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/**
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* Helper for building an array of Rects (which are just structs
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* of 4 floats).
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*
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* It can be more performant to use this helper, as
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* the C++-side array is only allocated once (on the first call)
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* to build. Subsequent set() operations operate directly on
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* the C++-side array, avoiding having to re-allocate (and free)
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* the array every time.
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*
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* Input points are taken as left, top, right, bottom
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*/
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CanvasKit.RectBuilder = CanvasKit.FourFloatArrayHelper;
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/**
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* Helper for building an array of RSXForms (which are just structs
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* of 4 floats).
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*
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* It can be more performant to use this helper, as
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* the C++-side array is only allocated once (on the first call)
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* to build. Subsequent set() operations operate directly on
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* the C++-side array, avoiding having to re-allocate (and free)
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* the array every time.
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*
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* An RSXForm is a compressed form of a rotation+scale matrix.
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*
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* [ scos -ssin tx ]
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* [ ssin scos ty ]
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* [ 0 0 1 ]
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*
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* Input points are taken as scos, ssin, tx, ty
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*/
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CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
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/**
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* Helper for building an array of Color
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*
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* It can be more performant to use this helper, as
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* the C++-side array is only allocated once (on the first call)
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* to build. Subsequent set() operations operate directly on
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* the C++-side array, avoiding having to re-allocate (and free)
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* the array every time.
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*/
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CanvasKit.ColorBuilder = CanvasKit.OneUIntArrayHelper;
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