| // Adds compile-time JS functions to handle creation and flushing of wasm's offscreen buffer |
| // to a visible element on the page. |
| (function(DebuggerView){ |
| // Takes a canvas element |
| DebuggerView.MakeSWCanvasSurface = function(canvas) { |
| // Set the canvas element to have a 2d non-gpu context. (constant until element is destroyed) |
| // We don't need the context in this scope, we just want the side effect. |
| canvas.getContext('2d', { |
| alpha: true, |
| depth: false |
| }); |
| // Maybe better to use clientWidth/height. See: |
| // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html |
| var surface = DebuggerView.MakeSurface(canvas.width, canvas.height); |
| if (surface) { |
| surface._canvas = canvas; |
| } |
| console.log('Made HTML Canvas Surface'); |
| return surface; |
| }; |
| |
| // Don't over-write the MakeCanvasSurface set by gpu.js if it exists. |
| if (!DebuggerView.MakeCanvasSurface) { |
| DebuggerView.MakeCanvasSurface = DebuggerView.MakeSWCanvasSurface; |
| } |
| |
| DebuggerView.MakeSurface = function(width, height) { |
| var bufferLen = width * height * 4; // 4 bytes per pixel |
| // Allocate the buffer of pixels to be drawn into. |
| var pixelPtr = DebuggerView._malloc(bufferLen); |
| var imageInfo = { |
| 'width': width, |
| 'height': height, |
| // RGBA 8888 is the only pixel format we can show on an HTML canvas |
| 'colorType': DebuggerView.ColorType.RGBA_8888, |
| // We are sending these pixels directly into the HTML canvas, |
| // (and those pixels are un-premultiplied, i.e. straight r,g,b,a) |
| 'alphaType': DebuggerView.AlphaType.Unpremul, |
| 'imageAddress': 0, // unused here. field only relevant for some UI stuff in resource tab. |
| } |
| var surface = this._getRasterDirectSurface(imageInfo, pixelPtr, width * 4); |
| if (surface) { |
| surface._canvas = null; |
| surface._width = width; |
| surface._height = height; |
| surface._bufferLen = bufferLen; |
| |
| surface._pixelPtr = pixelPtr; |
| // rasterDirectSurface does not initialize the pixels, so we clear them |
| // to transparent black. |
| surface.getCanvas().clear(DebuggerView.TRANSPARENT); |
| } |
| return surface; |
| }; |
| |
| |
| DebuggerView.onRuntimeInitialized = function() { |
| |
| DebuggerView.SkSurface.prototype.flush = function() { |
| this._flush(); |
| // Do we have an HTML canvas to write the pixels to? |
| // We will not if this a GPU build or a raster surface, for example. |
| if (this._canvas) { |
| var pixels = new Uint8ClampedArray(DebuggerView.HEAPU8.buffer, this._pixelPtr, this._bufferLen); |
| var imageData = new ImageData(pixels, this._width, this._height); |
| this._canvas.getContext('2d').putImageData(imageData, 0, 0); |
| } |
| }; |
| |
| // Call dispose() instead of delete to clean up the underlying memory |
| DebuggerView.SkSurface.prototype.dispose = function() { |
| if (this._pixelPtr) { |
| DebuggerView._free(this._pixelPtr); |
| } |
| this.delete(); |
| } |
| } |
| |
| DebuggerView.currentContext = DebuggerView.currentContext || function() { |
| // no op if this is a cpu-only build. |
| }; |
| |
| DebuggerView.setCurrentContext = DebuggerView.setCurrentContext || function() { |
| // no op if this is a cpu-only build. |
| }; |
| }(Module)); // When this file is loaded in, the high level object is "Module"; |