| // helper JS that could be used anywhere in the glue code |
| |
| function clamp(c) { |
| return Math.round(Math.max(0, Math.min(c || 0, 255))); |
| } |
| |
| // Constructs a Color with the same API as CSS's rgba(), that is |
| // r,g,b are 0-255, and a is 0.0 to 1.0. |
| // if a is omitted, it will be assumed to be 1.0 |
| // Internally, Colors are a TypedArray of four unpremultiplied 32-bit floats: a, r, g, b |
| // In order to construct one with more precision or in a wider gamut, use |
| // CanvasKit.Color4f |
| CanvasKit.Color = function(r, g, b, a) { |
| if (a === undefined) { |
| a = 1; |
| } |
| return CanvasKit.Color4f(clamp(r)/255, clamp(g)/255, clamp(b)/255, a); |
| }; |
| |
| // Constructs a Color as a 32 bit unsigned integer, with 8 bits assigned to each channel. |
| // Channels are expected to be between 0 and 255 and will be clamped as such. |
| CanvasKit.ColorAsInt = function(r, g, b, a) { |
| // default to opaque |
| if (a === undefined) { |
| a = 255; |
| } |
| // This is consistent with how Skia represents colors in C++, as an unsigned int. |
| // This is also consistent with how Flutter represents colors: |
| // https://github.com/flutter/engine/blob/243bb59c7179a7e701ce478080d6ce990710ae73/lib/web_ui/lib/src/ui/painting.dart#L50 |
| return (((clamp(a) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0) |
| & 0xFFFFFFF) // This truncates the unsigned to 32 bits and signals to JS engines they can |
| // represent the number with an int instead of a double. |
| >>> 0); // This makes the value an unsigned int. |
| }; |
| // Construct a 4-float color. |
| // Opaque if opacity is omitted. |
| CanvasKit.Color4f = function(r, g, b, a) { |
| if (a === undefined) { |
| a = 1; |
| } |
| return Float32Array.of(r, g, b, a); |
| }; |
| |
| // Color constants use property getters to prevent other code from accidentally |
| // changing them. |
| Object.defineProperty(CanvasKit, 'TRANSPARENT', { |
| get: function() { return CanvasKit.Color4f(0, 0, 0, 0); } |
| }); |
| Object.defineProperty(CanvasKit, 'BLACK', { |
| get: function() { return CanvasKit.Color4f(0, 0, 0, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'WHITE', { |
| get: function() { return CanvasKit.Color4f(1, 1, 1, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'RED', { |
| get: function() { return CanvasKit.Color4f(1, 0, 0, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'GREEN', { |
| get: function() { return CanvasKit.Color4f(0, 1, 0, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'BLUE', { |
| get: function() { return CanvasKit.Color4f(0, 0, 1, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'YELLOW', { |
| get: function() { return CanvasKit.Color4f(1, 1, 0, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'CYAN', { |
| get: function() { return CanvasKit.Color4f(0, 1, 1, 1); } |
| }); |
| Object.defineProperty(CanvasKit, 'MAGENTA', { |
| get: function() { return CanvasKit.Color4f(1, 0, 1, 1); } |
| }); |
| |
| // returns a css style [r, g, b, a] from a CanvasKit.Color |
| // where r, g, b are returned as ints in the range [0, 255] |
| // where a is scaled between 0 and 1.0 |
| CanvasKit.getColorComponents = function(color) { |
| return [ |
| Math.floor(color[0]*255), |
| Math.floor(color[1]*255), |
| Math.floor(color[2]*255), |
| color[3] |
| ]; |
| }; |
| |
| // parseColorString takes in a CSS color value and returns a CanvasKit.Color |
| // (which is an array of 4 floats in RGBA order). An optional colorMap |
| // may be provided which maps custom strings to values. |
| // In the CanvasKit canvas2d shim layer, we provide this map for processing |
| // canvas2d calls, but not here for code size reasons. |
| CanvasKit.parseColorString = function(colorStr, colorMap) { |
| colorStr = colorStr.toLowerCase(); |
| // See https://drafts.csswg.org/css-color/#typedef-hex-color |
| if (colorStr.startsWith('#')) { |
| var r, g, b, a = 255; |
| switch (colorStr.length) { |
| case 9: // 8 hex chars #RRGGBBAA |
| a = parseInt(colorStr.slice(7, 9), 16); |
| case 7: // 6 hex chars #RRGGBB |
| r = parseInt(colorStr.slice(1, 3), 16); |
| g = parseInt(colorStr.slice(3, 5), 16); |
| b = parseInt(colorStr.slice(5, 7), 16); |
| break; |
| case 5: // 4 hex chars #RGBA |
| // multiplying by 17 is the same effect as |
| // appending another character of the same value |
| // e.g. e => ee == 14 => 238 |
| a = parseInt(colorStr.slice(4, 5), 16) * 17; |
| case 4: // 6 hex chars #RGB |
| r = parseInt(colorStr.slice(1, 2), 16) * 17; |
| g = parseInt(colorStr.slice(2, 3), 16) * 17; |
| b = parseInt(colorStr.slice(3, 4), 16) * 17; |
| break; |
| } |
| return CanvasKit.Color(r, g, b, a/255); |
| |
| } else if (colorStr.startsWith('rgba')) { |
| // Trim off rgba( and the closing ) |
| colorStr = colorStr.slice(5, -1); |
| var nums = colorStr.split(','); |
| return CanvasKit.Color(+nums[0], +nums[1], +nums[2], |
| valueOrPercent(nums[3])); |
| } else if (colorStr.startsWith('rgb')) { |
| // Trim off rgba( and the closing ) |
| colorStr = colorStr.slice(4, -1); |
| var nums = colorStr.split(','); |
| // rgb can take 3 or 4 arguments |
| return CanvasKit.Color(+nums[0], +nums[1], +nums[2], |
| valueOrPercent(nums[3])); |
| } else if (colorStr.startsWith('gray(')) { |
| // TODO |
| } else if (colorStr.startsWith('hsl')) { |
| // TODO |
| } else if (colorMap) { |
| // Try for named color |
| var nc = colorMap[colorStr]; |
| if (nc !== undefined) { |
| return nc; |
| } |
| } |
| Debug('unrecognized color ' + colorStr); |
| return CanvasKit.BLACK; |
| }; |
| |
| function isCanvasKitColor(ob) { |
| if (!ob) { |
| return false; |
| } |
| return (ob.constructor === Float32Array && ob.length === 4); |
| } |
| |
| // Warning information is lost by this conversion |
| function toUint32Color(c) { |
| return ((clamp(c[3]*255) << 24) | (clamp(c[0]*255) << 16) | (clamp(c[1]*255) << 8) | (clamp(c[2]*255) << 0)) >>> 0; |
| } |
| // Accepts various colors representations and converts them to an array of int colors. |
| // Does not handle builders. |
| function assureIntColors(arr) { |
| if (arr instanceof Float32Array) { |
| var count = Math.floor(arr.length / 4); |
| var result = new Uint32Array(count); |
| for (var i = 0; i < count; i ++) { |
| result[i] = toUint32Color(arr.slice(i*4, (i+1)*4)); |
| } |
| return result; |
| } else if (arr instanceof Uint32Array) { |
| return arr; |
| } else if (arr instanceof Array && arr[0] instanceof Float32Array) { |
| return arr.map(toUint32Color); |
| } |
| } |
| |
| function uIntColorToCanvasKitColor(c) { |
| return CanvasKit.Color( |
| (c >> 16) & 0xFF, |
| (c >> 8) & 0xFF, |
| (c >> 0) & 0xFF, |
| ((c >> 24) & 0xFF) / 255 |
| ); |
| } |
| |
| function valueOrPercent(aStr) { |
| if (aStr === undefined) { |
| return 1; // default to opaque. |
| } |
| var a = parseFloat(aStr); |
| if (aStr && aStr.indexOf('%') !== -1) { |
| return a / 100; |
| } |
| return a; |
| } |
| |
| CanvasKit.multiplyByAlpha = function(color, alpha) { |
| // make a copy of the color so the function remains pure. |
| var result = color.slice(); |
| result[3] = Math.max(0, Math.min(result[3] * alpha, 1)); |
| return result; |
| }; |
| |
| function radiansToDegrees(rad) { |
| return (rad / Math.PI) * 180; |
| } |
| |
| function degreesToRadians(deg) { |
| return (deg / 180) * Math.PI; |
| } |
| |
| // See https://stackoverflow.com/a/31090240 |
| // This contraption keeps closure from minifying away the check |
| // if btoa is defined *and* prevents runtime 'btoa' or 'window' is not defined. |
| // Defined outside any scopes to make it available in all files. |
| var isNode = !(new Function('try {return this===window;}catch(e){ return false;}')()); |
| |
| function almostEqual(floata, floatb) { |
| return Math.abs(floata - floatb) < 0.00001; |
| } |
| |
| var nullptr = 0; // emscripten doesn't like to take null as uintptr_t |
| |
| // arr can be a normal JS array or a TypedArray |
| // dest is a string like 'HEAPU32' that specifies the type the src array |
| // should be copied into. |
| // ptr can be optionally provided if the memory was already allocated. |
| function copy1dArray(arr, dest, ptr) { |
| if (!arr || !arr.length) { |
| return nullptr; |
| } |
| // This was created with CanvasKit.Malloc, so it's already been copied. |
| if (arr['_ck']) { |
| return arr.byteOffset; |
| } |
| var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT; |
| if (!ptr) { |
| ptr = CanvasKit._malloc(arr.length * bytesPerElement); |
| } |
| // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single |
| // byte elements. When we run _malloc, we always get an offset/pointer into |
| // that block of memory. |
| // CanvasKit exposes some different views to make it easier to work with |
| // different types. HEAPF32 for example, exposes it as a float* |
| // However, to make the ptr line up, we have to do some pointer arithmetic. |
| // Concretely, we need to convert ptr to go from an index into a 1-byte-wide |
| // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32) |
| // and thus we divide ptr by 4. |
| // It is important to make sure we are grabbing the freshest view of the |
| // memory possible because if we call _malloc and the heap needs to grow, |
| // the TypedArrayView will no longer be valid. |
| CanvasKit[dest].set(arr, ptr / bytesPerElement); |
| return ptr; |
| } |
| |
| // Copies an array of colors to wasm, returning an object with the pointer |
| // and info necessary to use the copied colors. |
| // Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays. |
| // If color is an object that was allocated with CanvasKit.Malloc, its pointer is |
| // returned and no extra copy is performed. |
| // TODO(nifong): have this accept color builders. |
| function copyFlexibleColorArray(colors) { |
| var result = { |
| colorPtr: nullptr, |
| count: colors.length, |
| colorType: CanvasKit.ColorType.RGBA_F32, |
| }; |
| if (colors instanceof Float32Array) { |
| result.colorPtr = copy1dArray(colors, 'HEAPF32'); |
| result.count = colors.length / 4; |
| |
| } else if (colors instanceof Uint32Array) { |
| result.colorPtr = copy1dArray(colors, 'HEAPU32'); |
| result.colorType = CanvasKit.ColorType.RGBA_8888; |
| |
| } else if (colors instanceof Array) { |
| result.colorPtr = copyColorArray(colors); |
| } else { |
| throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors)); |
| } |
| return result; |
| } |
| |
| function copyColorArray(arr) { |
| if (!arr || !arr.length) { |
| return nullptr; |
| } |
| // 4 floats per color, 4 bytes per float. |
| var ptr = CanvasKit._malloc(arr.length * 4 * 4); |
| |
| var idx = 0; |
| var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer. |
| for (var r = 0; r < arr.length; r++) { |
| for (var c = 0; c < 4; c++) { |
| CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c]; |
| idx++; |
| } |
| } |
| return ptr; |
| } |
| |
| var defaultPerspective = Float32Array.of(0, 0, 1); |
| |
| var _scratch3x3MatrixPtr = nullptr; |
| var _scratch3x3Matrix; // the result from CanvasKit.Malloc |
| |
| // Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and |
| // returns a pointer to the memory. This memory is a float* of length 9. |
| // If the passed in matrix is null/undefined, we return 0 (nullptr). The |
| // returned pointer should NOT be freed, as it is either null or a scratch |
| // pointer. |
| function copy3x3MatrixToWasm(matr) { |
| if (!matr) { |
| return nullptr; |
| } |
| |
| if (matr.length) { |
| if (matr.length === 6 || matr.length === 9) { |
| // matr should be an array or typed array. |
| copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr); |
| if (matr.length === 6) { |
| // Overwrite the last 3 floats with the default perspective. The divide |
| // by 4 casts the pointer into a float pointer. |
| CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4); |
| } |
| return _scratch3x3MatrixPtr; |
| } else if (matr.length === 16) { |
| // Downsample the 4x4 matrix into a 3x3 |
| var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray'](); |
| wasm3x3Matrix[0] = matr[0]; |
| wasm3x3Matrix[1] = matr[1]; |
| wasm3x3Matrix[2] = matr[3]; |
| |
| wasm3x3Matrix[3] = matr[4]; |
| wasm3x3Matrix[4] = matr[5]; |
| wasm3x3Matrix[5] = matr[7]; |
| |
| wasm3x3Matrix[6] = matr[12]; |
| wasm3x3Matrix[7] = matr[13]; |
| wasm3x3Matrix[8] = matr[15]; |
| return _scratch3x3MatrixPtr; |
| } |
| throw 'invalid matrix size'; |
| } |
| var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray'](); |
| // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major. |
| wasm3x3Matrix[0] = matr.m11; |
| wasm3x3Matrix[1] = matr.m21; |
| wasm3x3Matrix[2] = matr.m41; |
| |
| wasm3x3Matrix[3] = matr.m12; |
| wasm3x3Matrix[4] = matr.m22; |
| wasm3x3Matrix[5] = matr.m42; |
| |
| wasm3x3Matrix[6] = matr.m14; |
| wasm3x3Matrix[7] = matr.m24; |
| wasm3x3Matrix[8] = matr.m44; |
| return _scratch3x3MatrixPtr; |
| } |
| |
| var _scratch4x4MatrixPtr = nullptr; |
| var _scratch4x4Matrix; // the result from CanvasKit.Malloc |
| |
| // Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and |
| // returns a pointer to the memory. This memory is a float* of length 16. |
| // If the passed in matrix is null/undefined, we return 0 (nullptr). The |
| // returned pointer should NOT be freed, as it is either null or a scratch |
| // pointer. |
| function copy4x4MatrixToWasm(matr) { |
| if (!matr) { |
| return nullptr; |
| } |
| var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray'](); |
| if (matr.length) { |
| if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) { |
| throw 'invalid matrix size'; |
| } |
| if (matr.length === 16) { |
| // matr should be an array or typed array. |
| return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr); |
| } |
| // Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix |
| // TODO(skbug.com/10108) This will need to change when we convert our |
| // JS 4x4 to be column-major. |
| // When upscaling, we need to overwrite the 3rd column and the 3rd row with |
| // 0s. It's easiest to just do that with a fill command. |
| wasm4x4Matrix.fill(0); |
| wasm4x4Matrix[0] = matr[0]; |
| wasm4x4Matrix[1] = matr[1]; |
| // skip col 2 |
| wasm4x4Matrix[3] = matr[2]; |
| |
| wasm4x4Matrix[4] = matr[3]; |
| wasm4x4Matrix[5] = matr[4]; |
| // skip col 2 |
| wasm4x4Matrix[7] = matr[5]; |
| |
| // skip row 2 |
| |
| wasm4x4Matrix[12] = matr[6]; |
| wasm4x4Matrix[13] = matr[7]; |
| // skip col 2 |
| wasm4x4Matrix[15] = matr[8]; |
| |
| if (matr.length === 6) { |
| // fix perspective for the 3x2 case (from above, they will be undefined). |
| wasm4x4Matrix[12]=0; |
| wasm4x4Matrix[13]=0; |
| wasm4x4Matrix[15]=1; |
| } |
| return _scratch4x4MatrixPtr; |
| } |
| // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major. |
| wasm4x4Matrix[0] = matr.m11; |
| wasm4x4Matrix[1] = matr.m21; |
| wasm4x4Matrix[2] = matr.m31; |
| wasm4x4Matrix[3] = matr.m41; |
| |
| wasm4x4Matrix[4] = matr.m12; |
| wasm4x4Matrix[5] = matr.m22; |
| wasm4x4Matrix[6] = matr.m32; |
| wasm4x4Matrix[7] = matr.m42; |
| |
| wasm4x4Matrix[8] = matr.m13; |
| wasm4x4Matrix[9] = matr.m23; |
| wasm4x4Matrix[10] = matr.m33; |
| wasm4x4Matrix[11] = matr.m43; |
| |
| wasm4x4Matrix[12] = matr.m14; |
| wasm4x4Matrix[13] = matr.m24; |
| wasm4x4Matrix[14] = matr.m34; |
| wasm4x4Matrix[15] = matr.m44; |
| return _scratch4x4MatrixPtr; |
| } |
| |
| // copies a 4x4 matrix at the given pointer into a JS array. It is the caller's |
| // responsibility to free the matrPtr if needed. |
| function copy4x4MatrixFromWasm(matrPtr) { |
| // read them out into an array. TODO(kjlubick): If we change Matrix to be |
| // typedArrays, then we should return a typed array here too. |
| var rv = new Array(16); |
| for (var i = 0; i < 16; i++) { |
| rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float. |
| } |
| return rv; |
| } |
| |
| var _scratchColorPtr = nullptr; |
| var _scratchColor; // the result from CanvasKit.Malloc |
| |
| function copyColorToWasm(color4f, ptr) { |
| return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr); |
| } |
| |
| function copyColorComponentsToWasm(r, g, b, a) { |
| var colors = _scratchColor['toTypedArray'](); |
| colors[0] = r; |
| colors[1] = g; |
| colors[2] = b; |
| colors[3] = a; |
| return _scratchColorPtr; |
| } |
| |
| function copyColorToWasmNoScratch(color4f) { |
| // TODO(kjlubick): accept 4 floats or int color |
| return copy1dArray(color4f, 'HEAPF32'); |
| } |
| |
| // copies the four floats at the given pointer in a js Float32Array |
| function copyColorFromWasm(colorPtr) { |
| var rv = new Float32Array(4); |
| for (var i = 0; i < 4; i++) { |
| rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float. |
| } |
| return rv; |
| } |
| |
| // These will be initialized after loading. |
| var _scratchRect; |
| var _scratchRectPtr = nullptr; |
| |
| var _scratchRect2; |
| var _scratchRect2Ptr = nullptr; |
| |
| function copyRectToWasm(fourFloats, ptr) { |
| return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchRectPtr); |
| } |
| |
| var _scratchIRect; |
| var _scratchIRectPtr = nullptr; |
| function copyIRectToWasm(fourInts, ptr) { |
| return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr); |
| } |
| |
| // These will be initialized after loading. |
| var _scratchRRect; |
| var _scratchRRectPtr = nullptr; |
| |
| var _scratchRRect2; |
| var _scratchRRect2Ptr = nullptr; |
| |
| |
| function copyRRectToWasm(twelveFloats, ptr) { |
| return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr); |
| } |
| |
| // Caching the Float32Arrays can save having to reallocate them |
| // over and over again. |
| var Float32ArrayCache = {}; |
| |
| // Takes a 2D array of commands and puts them into the WASM heap |
| // as a 1D array. This allows them to referenced from the C++ code. |
| // Returns a 2 element array, with the first item being essentially a |
| // pointer to the array and the second item being the length of |
| // the new 1D array. |
| // |
| // Example usage: |
| // let cmds = [ |
| // [CanvasKit.MOVE_VERB, 0, 10], |
| // [CanvasKit.LINE_VERB, 30, 40], |
| // [CanvasKit.QUAD_VERB, 20, 50, 45, 60], |
| // ]; |
| // TODO(kjlubick) remove this and Float32ArrayCache (superceded by Malloc). |
| function loadCmdsTypedArray(arr) { |
| var len = 0; |
| for (var r = 0; r < arr.length; r++) { |
| len += arr[r].length; |
| } |
| |
| var ta; |
| if (Float32ArrayCache[len]) { |
| ta = Float32ArrayCache[len]; |
| } else { |
| ta = new Float32Array(len); |
| Float32ArrayCache[len] = ta; |
| } |
| // Flatten into a 1d array |
| var i = 0; |
| for (var r = 0; r < arr.length; r++) { |
| for (var c = 0; c < arr[r].length; c++) { |
| var item = arr[r][c]; |
| ta[i] = item; |
| i++; |
| } |
| } |
| |
| var ptr = copy1dArray(ta, 'HEAPF32'); |
| return [ptr, len]; |
| } |
| |
| function saveBytesToFile(bytes, fileName) { |
| if (!isNode) { |
| // https://stackoverflow.com/a/32094834 |
| var blob = new Blob([bytes], {type: 'application/octet-stream'}); |
| url = window.URL.createObjectURL(blob); |
| var a = document.createElement('a'); |
| document.body.appendChild(a); |
| a.href = url; |
| a.download = fileName; |
| a.click(); |
| // clean up after because FF might not download it synchronously |
| setTimeout(function() { |
| URL.revokeObjectURL(url); |
| a.remove(); |
| }, 50); |
| } else { |
| var fs = require('fs'); |
| // https://stackoverflow.com/a/42006750 |
| // https://stackoverflow.com/a/47018122 |
| fs.writeFile(fileName, new Buffer(bytes), function(err) { |
| if (err) throw err; |
| }); |
| } |
| } |
| |
| // TODO(kjlubick) remove Builders - no longer needed now that Malloc is a thing. |
| /** |
| * Generic helper for dealing with an array of four floats. |
| */ |
| CanvasKit.FourFloatArrayHelper = function() { |
| this._floats = []; |
| this._ptr = null; |
| |
| Object.defineProperty(this, 'length', { |
| enumerable: true, |
| get: function() { |
| return this._floats.length / 4; |
| }, |
| }); |
| }; |
| |
| /** |
| * push the four floats onto the end of the array - if build() has already |
| * been called, the call will return without modifying anything. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) { |
| if (this._ptr) { |
| Debug('Cannot push more points - already built'); |
| return; |
| } |
| this._floats.push(f1, f2, f3, f4); |
| }; |
| |
| /** |
| * Set the four floats at a given index - if build() has already |
| * been called, the WASM memory will be written to directly. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) { |
| if (idx < 0 || idx >= this._floats.length/4) { |
| Debug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4); |
| return; |
| } |
| idx *= 4; |
| var BYTES_PER_ELEMENT = 4; |
| if (this._ptr) { |
| // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 |
| var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; |
| CanvasKit.HEAPF32[floatPtr] = f1; |
| CanvasKit.HEAPF32[floatPtr + 1] = f2; |
| CanvasKit.HEAPF32[floatPtr + 2] = f3; |
| CanvasKit.HEAPF32[floatPtr + 3] = f4; |
| return; |
| } |
| this._floats[idx] = f1; |
| this._floats[idx + 1] = f2; |
| this._floats[idx + 2] = f3; |
| this._floats[idx + 3] = f4; |
| }; |
| |
| /** |
| * Copies the float data to the WASM memory and returns a pointer |
| * to that allocated memory. Once build has been called, this |
| * float array cannot be made bigger. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.build = function() { |
| if (this._ptr) { |
| return this._ptr; |
| } |
| this._ptr = copy1dArray(this._floats, 'HEAPF32'); |
| return this._ptr; |
| }; |
| |
| /** |
| * Frees the wasm memory associated with this array. Of note, |
| * the points are not removed, so push/set/build can all |
| * be called to make a newly allocated (possibly bigger) |
| * float array. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.delete = function() { |
| if (this._ptr) { |
| CanvasKit._free(this._ptr); |
| this._ptr = null; |
| } |
| }; |
| |
| /** |
| * Generic helper for dealing with an array of unsigned ints. |
| */ |
| CanvasKit.OneUIntArrayHelper = function() { |
| this._uints = []; |
| this._ptr = null; |
| |
| Object.defineProperty(this, 'length', { |
| enumerable: true, |
| get: function() { |
| return this._uints.length; |
| }, |
| }); |
| }; |
| |
| /** |
| * push the unsigned int onto the end of the array - if build() has already |
| * been called, the call will return without modifying anything. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.push = function(u) { |
| if (this._ptr) { |
| Debug('Cannot push more points - already built'); |
| return; |
| } |
| this._uints.push(u); |
| }; |
| |
| /** |
| * Set the uint at a given index - if build() has already |
| * been called, the WASM memory will be written to directly. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) { |
| if (idx < 0 || idx >= this._uints.length) { |
| Debug('Cannot set index ' + idx + ', it is out of range', this._uints.length); |
| return; |
| } |
| idx *= 4; |
| var BYTES_PER_ELEMENT = 4; |
| if (this._ptr) { |
| // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 |
| var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; |
| CanvasKit.HEAPU32[uintPtr] = u; |
| return; |
| } |
| this._uints[idx] = u; |
| }; |
| |
| /** |
| * Copies the uint data to the WASM memory and returns a pointer |
| * to that allocated memory. Once build has been called, this |
| * unit array cannot be made bigger. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.build = function() { |
| if (this._ptr) { |
| return this._ptr; |
| } |
| this._ptr = copy1dArray(this._uints, 'HEAPU32'); |
| return this._ptr; |
| }; |
| |
| /** |
| * Frees the wasm memory associated with this array. Of note, |
| * the points are not removed, so push/set/build can all |
| * be called to make a newly allocated (possibly bigger) |
| * uint array. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.delete = function() { |
| if (this._ptr) { |
| CanvasKit._free(this._ptr); |
| this._ptr = null; |
| } |
| }; |
| |
| /** |
| * Helper for building an array of Rects (which are just structs |
| * of 4 floats). |
| * |
| * It can be more performant to use this helper, as |
| * the C++-side array is only allocated once (on the first call) |
| * to build. Subsequent set() operations operate directly on |
| * the C++-side array, avoiding having to re-allocate (and free) |
| * the array every time. |
| * |
| * Input points are taken as left, top, right, bottom |
| */ |
| CanvasKit.RectBuilder = CanvasKit.FourFloatArrayHelper; |
| /** |
| * Helper for building an array of RSXForms (which are just structs |
| * of 4 floats). |
| * |
| * It can be more performant to use this helper, as |
| * the C++-side array is only allocated once (on the first call) |
| * to build. Subsequent set() operations operate directly on |
| * the C++-side array, avoiding having to re-allocate (and free) |
| * the array every time. |
| * |
| * An RSXForm is a compressed form of a rotation+scale matrix. |
| * |
| * [ scos -ssin tx ] |
| * [ ssin scos ty ] |
| * [ 0 0 1 ] |
| * |
| * Input points are taken as scos, ssin, tx, ty |
| */ |
| CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper; |
| |
| /** |
| * Helper for building an array of Color |
| * |
| * It can be more performant to use this helper, as |
| * the C++-side array is only allocated once (on the first call) |
| * to build. Subsequent set() operations operate directly on |
| * the C++-side array, avoiding having to re-allocate (and free) |
| * the array every time. |
| */ |
| CanvasKit.ColorBuilder = CanvasKit.OneUIntArrayHelper; |
| |
| /** |
| * Malloc returns a TypedArray backed by the C++ memory of the |
| * given length. It should only be used by advanced users who |
| * can manage memory and initialize values properly. When used |
| * correctly, it can save copying of data between JS and C++. |
| * When used incorrectly, it can lead to memory leaks. |
| * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free. |
| * |
| * const mObj = CanvasKit.Malloc(Float32Array, 20); |
| * Get a TypedArray view around the malloc'd memory (this does not copy anything). |
| * const ta = mObj.toTypedArray(); |
| * // store data into ta |
| * const cf = CanvasKit.ColorFilter.MakeMatrix(ta); // mObj could also be used. |
| * |
| * // eventually... |
| * CanvasKit.Free(mObj); |
| * |
| * @param {TypedArray} typedArray - constructor for the typedArray. |
| * @param {number} len - number of *elements* to store. |
| */ |
| CanvasKit.Malloc = function(typedArray, len) { |
| var byteLen = len * typedArray.BYTES_PER_ELEMENT; |
| var ptr = CanvasKit._malloc(byteLen); |
| return { |
| '_ck': true, |
| 'length': len, |
| 'byteOffset': ptr, |
| typedArray: null, |
| 'subarray': function(start, end) { |
| var sa = this['toTypedArray']().subarray(start, end); |
| sa['_ck'] = true; |
| return sa; |
| }, |
| 'toTypedArray': function() { |
| // Check if the previously allocated array is still usable. |
| // If it's falsey, then we haven't created an array yet. |
| // If it's empty, then WASM resized memory and emptied the array. |
| if (this.typedArray && this.typedArray.length) { |
| return this.typedArray; |
| } |
| this.typedArray = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len); |
| // add a marker that this was allocated in C++ land |
| this.typedArray['_ck'] = true; |
| return this.typedArray; |
| }, |
| }; |
| }; |
| |
| /** |
| * Free frees the memory returned by Malloc. |
| * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free. |
| */ |
| CanvasKit.Free = function(mallocObj) { |
| CanvasKit._free(mallocObj['byteOffset']); |
| mallocObj['byteOffset'] = nullptr; |
| // Set these to null to make sure the TypedArrays can be garbage collected. |
| mallocObj['toTypedArray'] = null; |
| mallocObj.typedArray = null; |
| }; |
| |
| // This helper will free the given pointer unless the provided array is one |
| // that was returned by CanvasKit.Malloc. |
| function freeArraysThatAreNotMallocedByUsers(ptr, arr) { |
| if (arr && !arr['_ck']) { |
| CanvasKit._free(ptr); |
| } |
| } |