| CanvasKit._extraInitializations = CanvasKit._extraInitializations || []; |
| CanvasKit._extraInitializations.push(function() { |
| CanvasKit.SkRuntimeEffect.prototype.makeShader = function(floats, isOpaque, localMatrix) { |
| // We don't need to free these floats because they will become owned by the shader. |
| var fptr = copy1dArray(floats, "HEAPF32"); |
| var localMatrixPtr = copy3x3MatrixToWasm(localMatrix); |
| // Our array has 4 bytes per float, so be sure to account for that before |
| // sending it over the wire. |
| return this._makeShader(fptr, floats.length * 4, !!isOpaque, localMatrixPtr); |
| } |
| |
| // childrenWithShaders is an array of other shaders (e.g. SkImage.makeShader()) |
| CanvasKit.SkRuntimeEffect.prototype.makeShaderWithChildren = function(floats, isOpaque, childrenShaders, localMatrix) { |
| // We don't need to free these floats because they will become owned by the shader. |
| var fptr = copy1dArray(floats, "HEAPF32"); |
| var localMatrixPtr = copy3x3MatrixToWasm(localMatrix); |
| var barePointers = []; |
| for (var i = 0; i < childrenShaders.length; i++) { |
| // childrenShaders are emscriptens smart pointer type. We want to get the bare pointer |
| // and send that over the wire, so it can be re-wrapped as an sk_sp. |
| barePointers.push(childrenShaders[i].$$.ptr); |
| } |
| var childrenPointers = copy1dArray(barePointers, "HEAPU32"); |
| // Our array has 4 bytes per float, so be sure to account for that before |
| // sending it over the wire. |
| return this._makeShaderWithChildren(fptr, floats.length * 4, !!isOpaque, childrenPointers, |
| barePointers.length, localMatrixPtr); |
| } |
| }); |