skia2/modules/canvaskit/skottie.js
Kevin Lubick ed96264ad7 [canvaskit] Replace Point value_array with Float32Array
Using value_array (and value_object), while convenient,
adds a measurable overhead. This removes the Point value_object
and replaces it as a return value with Float32Array
(similar to rects). For inputs of a single point, I just
split it into x and y. For inputs with two points, I used
a _scratchFourFloats (formerly _scratchRect) bit of memory.

Two subtle decisions here:
 - Why not use scratch memory for a single point? The cost of
   having one extra param is a small/negligible price to pay
   for less complex code.
 - Why not accept Malloc objects? Again, simplicity. Accommodating
   Malloc would make the code harder to read and require more
   checks. I don't know if anyone wants to have malloced points;
   if they do, we can probably accommodate that.

Change-Id: I1b1c29f62e01c2f1c8c1218f58e3bad642214322
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/362097
Reviewed-by: Nathaniel Nifong <nifong@google.com>
2021-02-02 15:22:07 +00:00

136 lines
4.8 KiB
JavaScript

// Adds compile-time JS functions to augment the CanvasKit interface.
// Specifically, anything that should only be on the Skottie builds of canvaskit.
// assets is a dictionary of named blobs: { key: ArrayBuffer, ... }
// The keys should be well-behaved strings - they're turned into null-terminated
// strings for the native side.
// prop_filter_prefix is an optional string acting as a name filter for selecting
// "interesting" Lottie properties (surfaced in the embedded player controls)
CanvasKit.MakeManagedAnimation = function(json, assets, prop_filter_prefix) {
if (!CanvasKit._MakeManagedAnimation) {
throw 'Not compiled with MakeManagedAnimation';
}
if (!prop_filter_prefix) {
prop_filter_prefix = '';
}
if (!assets) {
return CanvasKit._MakeManagedAnimation(json, 0, nullptr, nullptr, nullptr, prop_filter_prefix);
}
var assetNamePtrs = [];
var assetDataPtrs = [];
var assetSizes = [];
var assetKeys = Object.keys(assets || {});
for (var i = 0; i < assetKeys.length; i++) {
var key = assetKeys[i];
var buffer = assets[key];
var data = new Uint8Array(buffer);
var iptr = CanvasKit._malloc(data.byteLength);
CanvasKit.HEAPU8.set(data, iptr);
assetDataPtrs.push(iptr);
assetSizes.push(data.byteLength);
// lengthBytesUTF8 and stringToUTF8Array are defined in the emscripten
// JS. See https://kripken.github.io/emscripten-site/docs/api_reference/preamble.js.html#stringToUTF8
// Add 1 for null terminator
var strLen = lengthBytesUTF8(key) + 1;
var strPtr = CanvasKit._malloc(strLen);
stringToUTF8(key, strPtr, strLen);
assetNamePtrs.push(strPtr);
}
// Not entirely sure if it matters, but the uintptr_t are 32 bits
// we want to copy our array of uintptr_t into the right size memory.
var namesPtr = copy1dArray(assetNamePtrs, "HEAPU32");
var assetsPtr = copy1dArray(assetDataPtrs, "HEAPU32");
var assetSizesPtr = copy1dArray(assetSizes, "HEAPU32");
var anim = CanvasKit._MakeManagedAnimation(json, assetKeys.length, namesPtr,
assetsPtr, assetSizesPtr, prop_filter_prefix);
// The C++ code has made copies of the asset and string data, so free our copies.
CanvasKit._free(namesPtr);
CanvasKit._free(assetsPtr);
CanvasKit._free(assetSizesPtr);
return anim;
};
(function(CanvasKit){
CanvasKit._extraInitializations = CanvasKit._extraInitializations || [];
CanvasKit._extraInitializations.push(function() {
CanvasKit.Animation.prototype.render = function(canvas, dstRect) {
copyRectToWasm(dstRect, _scratchFourFloatsAPtr);
this._render(canvas, _scratchFourFloatsAPtr);
};
CanvasKit.Animation.prototype.size = function(optSize) {
// This will copy 2 floats into a space for 4 floats
this._size(_scratchFourFloatsAPtr);
var ta = _scratchFourFloatsA['toTypedArray']();
if (optSize) {
// We cannot call optSize.set() because it is an error to call .set() with
// a source bigger than the destination.
optSize[0] = ta[0];
optSize[1] = ta[1];
return optSize;
}
// Be sure to return a copy of just the first 2 values.
return ta.slice(0, 2);
};
if (CanvasKit.ManagedAnimation) {
CanvasKit.ManagedAnimation.prototype.render = function(canvas, dstRect) {
copyRectToWasm(dstRect, _scratchFourFloatsAPtr);
this._render(canvas, _scratchFourFloatsAPtr);
};
CanvasKit.ManagedAnimation.prototype.seek = function(t, optDamageRect) {
this._seek(t, _scratchFourFloatsAPtr);
var ta = _scratchFourFloatsA['toTypedArray']();
if (optDamageRect) {
optDamageRect.set(ta);
return optDamageRect;
}
return ta.slice();
};
CanvasKit.ManagedAnimation.prototype.seekFrame = function(frame, optDamageRect) {
this._seekFrame(frame, _scratchFourFloatsAPtr);
var ta = _scratchFourFloatsA['toTypedArray']();
if (optDamageRect) {
optDamageRect.set(ta);
return optDamageRect;
}
return ta.slice();
};
CanvasKit.ManagedAnimation.prototype.setColor = function(key, color) {
var cPtr = copyColorToWasm(color);
this._setColor(key, cPtr);
};
CanvasKit.ManagedAnimation.prototype.size = function(optSize) {
// This will copy 2 floats into a space for 4 floats
this._size(_scratchFourFloatsAPtr);
var ta = _scratchFourFloatsA['toTypedArray']();
if (optSize) {
// We cannot call optSize.set() because it is an error to call .set() with
// a source bigger than the destination.
optSize[0] = ta[0];
optSize[1] = ta[1];
return optSize;
}
// Be sure to return a copy of just the first 2 values.
return ta.slice(0, 2);
};
}
});
}(Module)); // When this file is loaded in, the high level object is "Module";