blob: 485448c9ff379c7f9d532744bbdd816ed90430c7 [file] [log] [blame]
Kevin Lubickf5ea37f2019-02-28 10:06:18 -05001// helper JS that could be used anywhere in the glue code
Kevin Lubick217056c2018-09-20 17:39:31 -04002
Kevin Lubickf5ea37f2019-02-28 10:06:18 -05003function clamp(c) {
4 return Math.round(Math.max(0, Math.min(c || 0, 255)));
5}
Kevin Lubick217056c2018-09-20 17:39:31 -04006
Nathaniel Nifonge5d32542020-03-26 09:27:48 -04007// Constructs a Color with the same API as CSS's rgba(), that is
Kevin Lubickf5ea37f2019-02-28 10:06:18 -05008// r,g,b are 0-255, and a is 0.0 to 1.0.
9// if a is omitted, it will be assumed to be 1.0
Nathaniel Nifonge5d32542020-03-26 09:27:48 -040010// Internally, Colors are a TypedArray of four unpremultiplied 32-bit floats: a, r, g, b
11// In order to construct one with more precision or in a wider gamut, use
12// CanvasKit.Color4f
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050013CanvasKit.Color = function(r, g, b, a) {
14 if (a === undefined) {
15 a = 1;
Kevin Lubick217056c2018-09-20 17:39:31 -040016 }
Nathaniel Nifonge5d32542020-03-26 09:27:48 -040017 return CanvasKit.Color4f(clamp(r)/255, clamp(g)/255, clamp(b)/255, a);
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050018}
Kevin Lubick217056c2018-09-20 17:39:31 -040019
Nathaniel Nifonge5d32542020-03-26 09:27:48 -040020// Construct a 4-float color.
21// Opaque if opacity is omitted.
22CanvasKit.Color4f = function(r, g, b, a) {
23 if (a === undefined) {
24 a = 1;
25 }
26 return Float32Array.of(r, g, b, a);
27}
28
29// Color constants use property getters to prevent other code from accidentally
30// changing them.
31Object.defineProperty(CanvasKit, "TRANSPARENT", {
32 get: function() { return CanvasKit.Color4f(0, 0, 0, 0); }
33});
34Object.defineProperty(CanvasKit, "BLACK", {
35 get: function() { return CanvasKit.Color4f(0, 0, 0, 1); }
36});
37Object.defineProperty(CanvasKit, "WHITE", {
38 get: function() { return CanvasKit.Color4f(1, 1, 1, 1); }
39});
40Object.defineProperty(CanvasKit, "RED", {
41 get: function() { return CanvasKit.Color4f(1, 0, 0, 1); }
42});
43Object.defineProperty(CanvasKit, "GREEN", {
44 get: function() { return CanvasKit.Color4f(0, 1, 0, 1); }
45});
46Object.defineProperty(CanvasKit, "BLUE", {
47 get: function() { return CanvasKit.Color4f(0, 0, 1, 1); }
48});
49Object.defineProperty(CanvasKit, "YELLOW", {
50 get: function() { return CanvasKit.Color4f(1, 1, 0, 1); }
51});
52Object.defineProperty(CanvasKit, "CYAN", {
53 get: function() { return CanvasKit.Color4f(0, 1, 1, 1); }
54});
55Object.defineProperty(CanvasKit, "MAGENTA", {
56 get: function() { return CanvasKit.Color4f(1, 0, 1, 1); }
57});
58
59// returns a css style [r, g, b, a] from a CanvasKit.Color
60// where r, g, b are returned as ints in the range [0, 255]
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050061// where a is scaled between 0 and 1.0
62CanvasKit.getColorComponents = function(color) {
63 return [
Nathaniel Nifonge5d32542020-03-26 09:27:48 -040064 Math.floor(color[0]*255),
65 Math.floor(color[1]*255),
66 Math.floor(color[2]*255),
67 color[3]
68 ];
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050069}
70
Kevin Lubick39284662020-02-20 10:29:55 -050071// parseColorString takes in a CSS color value and returns a CanvasKit.Color
Nathaniel Nifonge5d32542020-03-26 09:27:48 -040072// (which is an array of 4 floats in RGBA order). An optional colorMap
73// may be provided which maps custom strings to values.
Kevin Lubick39284662020-02-20 10:29:55 -050074// In the CanvasKit canvas2d shim layer, we provide this map for processing
75// canvas2d calls, but not here for code size reasons.
76CanvasKit.parseColorString = function(colorStr, colorMap) {
77 colorStr = colorStr.toLowerCase();
78 // See https://drafts.csswg.org/css-color/#typedef-hex-color
79 if (colorStr.startsWith('#')) {
80 var r, g, b, a = 255;
81 switch (colorStr.length) {
82 case 9: // 8 hex chars #RRGGBBAA
83 a = parseInt(colorStr.slice(7, 9), 16);
84 case 7: // 6 hex chars #RRGGBB
85 r = parseInt(colorStr.slice(1, 3), 16);
86 g = parseInt(colorStr.slice(3, 5), 16);
87 b = parseInt(colorStr.slice(5, 7), 16);
88 break;
89 case 5: // 4 hex chars #RGBA
90 // multiplying by 17 is the same effect as
91 // appending another character of the same value
92 // e.g. e => ee == 14 => 238
93 a = parseInt(colorStr.slice(4, 5), 16) * 17;
94 case 4: // 6 hex chars #RGB
95 r = parseInt(colorStr.slice(1, 2), 16) * 17;
96 g = parseInt(colorStr.slice(2, 3), 16) * 17;
97 b = parseInt(colorStr.slice(3, 4), 16) * 17;
98 break;
99 }
100 return CanvasKit.Color(r, g, b, a/255);
101
102 } else if (colorStr.startsWith('rgba')) {
103 // Trim off rgba( and the closing )
104 colorStr = colorStr.slice(5, -1);
105 var nums = colorStr.split(',');
106 return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
107 valueOrPercent(nums[3]));
108 } else if (colorStr.startsWith('rgb')) {
109 // Trim off rgba( and the closing )
110 colorStr = colorStr.slice(4, -1);
111 var nums = colorStr.split(',');
112 // rgb can take 3 or 4 arguments
113 return CanvasKit.Color(+nums[0], +nums[1], +nums[2],
114 valueOrPercent(nums[3]));
115 } else if (colorStr.startsWith('gray(')) {
116 // TODO
117 } else if (colorStr.startsWith('hsl')) {
118 // TODO
119 } else if (colorMap) {
120 // Try for named color
121 var nc = colorMap[colorStr];
122 if (nc !== undefined) {
123 return nc;
124 }
125 }
126 SkDebug('unrecognized color ' + colorStr);
127 return CanvasKit.BLACK;
128}
129
Nathaniel Nifonge5d32542020-03-26 09:27:48 -0400130function isCanvasKitColor(ob) {
131 if (!ob) {
132 return false;
133 }
134 return (ob.constructor === Float32Array && ob.length === 4);
135}
136
137// Warning information is lost by this conversion
138function toUint32Color(c) {
139 return ((clamp(c[3]*255) << 24) | (clamp(c[0]*255) << 16) | (clamp(c[1]*255) << 8) | (clamp(c[2]*255) << 0)) >>> 0;
140}
141function uIntColorToCanvasKitColor(c) {
142 return CanvasKit.Color(
143 (c >> 16) & 0xFF,
144 (c >> 8) & 0xFF,
145 (c >> 0) & 0xFF,
146 ((c >> 24) & 0xFF) / 255
147 );
148}
149
Kevin Lubick39284662020-02-20 10:29:55 -0500150function valueOrPercent(aStr) {
151 if (aStr === undefined) {
152 return 1; // default to opaque.
153 }
154 var a = parseFloat(aStr);
155 if (aStr && aStr.indexOf('%') !== -1) {
156 return a / 100;
157 }
158 return a;
159}
160
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500161CanvasKit.multiplyByAlpha = function(color, alpha) {
Nathaniel Nifonge5d32542020-03-26 09:27:48 -0400162 // make a copy of the color so the function remains pure.
163 var result = color.slice();
164 result[3] = Math.max(0, Math.min(result[3] * alpha, 1));
165 return result;
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500166}
Kevin Lubick61ef7b22018-11-27 13:26:59 -0500167
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500168function radiansToDegrees(rad) {
169 return (rad / Math.PI) * 180;
170}
Kevin Lubick12c0e502018-11-28 12:51:56 -0500171
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500172function degreesToRadians(deg) {
173 return (deg / 180) * Math.PI;
174}
Kevin Lubick12c0e502018-11-28 12:51:56 -0500175
176// See https://stackoverflow.com/a/31090240
177// This contraption keeps closure from minifying away the check
178// if btoa is defined *and* prevents runtime "btoa" or "window" is not defined.
179// Defined outside any scopes to make it available in all files.
180var isNode = !(new Function("try {return this===window;}catch(e){ return false;}")());
Kevin Lubick1646e7d2018-12-07 13:03:08 -0500181
182function almostEqual(floata, floatb) {
183 return Math.abs(floata - floatb) < 0.00001;
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500184}
185
186
187var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
188
189// arr can be a normal JS array or a TypedArray
190// dest is something like CanvasKit.HEAPF32
Kevin Lubickd6ba7252019-06-03 14:38:05 -0400191// ptr can be optionally provided if the memory was already allocated.
192function copy1dArray(arr, dest, ptr) {
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500193 if (!arr || !arr.length) {
194 return nullptr;
195 }
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400196 // This was created with CanvasKit.Malloc, so it's already been copied.
197 if (arr['_ck']) {
198 return arr.byteOffset;
199 }
Kevin Lubickd6ba7252019-06-03 14:38:05 -0400200 if (!ptr) {
201 ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT);
202 }
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500203 // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
204 // byte elements. When we run _malloc, we always get an offset/pointer into
205 // that block of memory.
206 // CanvasKit exposes some different views to make it easier to work with
207 // different types. HEAPF32 for example, exposes it as a float*
208 // However, to make the ptr line up, we have to do some pointer arithmetic.
209 // Concretely, we need to convert ptr to go from an index into a 1-byte-wide
210 // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
211 // and thus we divide ptr by 4.
212 dest.set(arr, ptr / dest.BYTES_PER_ELEMENT);
213 return ptr;
214}
215
216// arr should be a non-jagged 2d JS array (TypedArrays can't be nested
Kevin Lubick37ab53e2019-11-11 10:06:08 -0500217// inside themselves). A common use case is points.
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500218// dest is something like CanvasKit.HEAPF32
Kevin Lubickd6ba7252019-06-03 14:38:05 -0400219// ptr can be optionally provided if the memory was already allocated.
220function copy2dArray(arr, dest, ptr) {
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500221 if (!arr || !arr.length) {
222 return nullptr;
223 }
Kevin Lubickd6ba7252019-06-03 14:38:05 -0400224 if (!ptr) {
225 ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT);
226 }
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500227 var idx = 0;
228 var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
229 for (var r = 0; r < arr.length; r++) {
230 for (var c = 0; c < arr[0].length; c++) {
231 dest[adjustedPtr + idx] = arr[r][c];
232 idx++;
233 }
234 }
235 return ptr;
236}
237
238// arr should be a non-jagged 3d JS array (TypedArrays can't be nested
239// inside themselves.)
240// dest is something like CanvasKit.HEAPF32
Kevin Lubickd6ba7252019-06-03 14:38:05 -0400241// ptr can be optionally provided if the memory was already allocated.
242function copy3dArray(arr, dest, ptr) {
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500243 if (!arr || !arr.length || !arr[0].length) {
244 return nullptr;
245 }
Kevin Lubickd6ba7252019-06-03 14:38:05 -0400246 if (!ptr) {
247 ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT);
248 }
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500249 var idx = 0;
250 var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
251 for (var x = 0; x < arr.length; x++) {
252 for (var y = 0; y < arr[0].length; y++) {
253 for (var z = 0; z < arr[0][0].length; z++) {
254 dest[adjustedPtr + idx] = arr[x][y][z];
255 idx++;
256 }
257 }
258 }
259 return ptr;
260}
261
262// Caching the Float32Arrays can save having to reallocate them
263// over and over again.
264var Float32ArrayCache = {};
265
266// Takes a 2D array of commands and puts them into the WASM heap
267// as a 1D array. This allows them to referenced from the C++ code.
268// Returns a 2 element array, with the first item being essentially a
269// pointer to the array and the second item being the length of
270// the new 1D array.
271//
272// Example usage:
273// let cmds = [
274// [CanvasKit.MOVE_VERB, 0, 10],
275// [CanvasKit.LINE_VERB, 30, 40],
276// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
277// ];
278function loadCmdsTypedArray(arr) {
279 var len = 0;
280 for (var r = 0; r < arr.length; r++) {
281 len += arr[r].length;
282 }
283
284 var ta;
285 if (Float32ArrayCache[len]) {
286 ta = Float32ArrayCache[len];
287 } else {
288 ta = new Float32Array(len);
289 Float32ArrayCache[len] = ta;
290 }
291 // Flatten into a 1d array
292 var i = 0;
293 for (var r = 0; r < arr.length; r++) {
294 for (var c = 0; c < arr[r].length; c++) {
295 var item = arr[r][c];
296 ta[i] = item;
297 i++;
298 }
299 }
300
301 var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
302 return [ptr, len];
303}
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400304
Kevin Lubickcc13fd32019-04-05 13:00:01 -0400305function saveBytesToFile(bytes, fileName) {
306 if (!isNode) {
307 // https://stackoverflow.com/a/32094834
308 var blob = new Blob([bytes], {type: 'application/octet-stream'});
309 url = window.URL.createObjectURL(blob);
310 var a = document.createElement('a');
311 document.body.appendChild(a);
312 a.href = url;
313 a.download = fileName;
314 a.click();
315 // clean up after because FF might not download it synchronously
316 setTimeout(function() {
317 URL.revokeObjectURL(url);
318 a.remove();
319 }, 50);
320 } else {
321 var fs = require('fs');
322 // https://stackoverflow.com/a/42006750
323 // https://stackoverflow.com/a/47018122
324 fs.writeFile(fileName, new Buffer(bytes), function(err) {
325 if (err) throw err;
326 });
327 }
328}
Kevin Lubickee91c072019-03-29 10:39:52 -0400329/**
330 * Generic helper for dealing with an array of four floats.
331 */
332CanvasKit.FourFloatArrayHelper = function() {
333 this._floats = [];
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400334 this._ptr = null;
Kevin Lubickee91c072019-03-29 10:39:52 -0400335
336 Object.defineProperty(this, 'length', {
337 enumerable: true,
338 get: function() {
339 return this._floats.length / 4;
340 },
341 });
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400342}
343
344/**
Kevin Lubickee91c072019-03-29 10:39:52 -0400345 * push the four floats onto the end of the array - if build() has already
346 * been called, the call will return without modifying anything.
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400347 */
Kevin Lubickee91c072019-03-29 10:39:52 -0400348CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400349 if (this._ptr) {
350 SkDebug('Cannot push more points - already built');
351 return;
352 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400353 this._floats.push(f1, f2, f3, f4);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400354}
355
Kevin Lubickee91c072019-03-29 10:39:52 -0400356/**
357 * Set the four floats at a given index - if build() has already
358 * been called, the WASM memory will be written to directly.
359 */
360CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) {
361 if (idx < 0 || idx >= this._floats.length/4) {
362 SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4);
363 return;
364 }
365 idx *= 4;
366 var BYTES_PER_ELEMENT = 4;
367 if (this._ptr) {
368 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
369 var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
370 CanvasKit.HEAPF32[floatPtr] = f1;
371 CanvasKit.HEAPF32[floatPtr + 1] = f2;
372 CanvasKit.HEAPF32[floatPtr + 2] = f3;
373 CanvasKit.HEAPF32[floatPtr + 3] = f4;
374 return;
375 }
376 this._floats[idx] = f1;
377 this._floats[idx + 1] = f2;
378 this._floats[idx + 2] = f3;
379 this._floats[idx + 3] = f4;
380}
381
382/**
383 * Copies the float data to the WASM memory and returns a pointer
384 * to that allocated memory. Once build has been called, this
385 * float array cannot be made bigger.
386 */
387CanvasKit.FourFloatArrayHelper.prototype.build = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400388 if (this._ptr) {
389 return this._ptr;
390 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400391 this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400392 return this._ptr;
393}
394
Kevin Lubickee91c072019-03-29 10:39:52 -0400395/**
396 * Frees the wasm memory associated with this array. Of note,
397 * the points are not removed, so push/set/build can all
398 * be called to make a newly allocated (possibly bigger)
399 * float array.
400 */
401CanvasKit.FourFloatArrayHelper.prototype.delete = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400402 if (this._ptr) {
403 CanvasKit._free(this._ptr);
404 this._ptr = null;
405 }
406}
Kevin Lubickee91c072019-03-29 10:39:52 -0400407
408/**
409 * Generic helper for dealing with an array of unsigned ints.
410 */
411CanvasKit.OneUIntArrayHelper = function() {
412 this._uints = [];
413 this._ptr = null;
414
415 Object.defineProperty(this, 'length', {
416 enumerable: true,
417 get: function() {
418 return this._uints.length;
419 },
420 });
421}
422
423/**
424 * push the unsigned int onto the end of the array - if build() has already
425 * been called, the call will return without modifying anything.
426 */
427CanvasKit.OneUIntArrayHelper.prototype.push = function(u) {
428 if (this._ptr) {
429 SkDebug('Cannot push more points - already built');
430 return;
431 }
432 this._uints.push(u);
433}
434
435/**
436 * Set the uint at a given index - if build() has already
437 * been called, the WASM memory will be written to directly.
438 */
439CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) {
440 if (idx < 0 || idx >= this._uints.length) {
441 SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length);
442 return;
443 }
444 idx *= 4;
445 var BYTES_PER_ELEMENT = 4;
446 if (this._ptr) {
447 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
448 var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
449 CanvasKit.HEAPU32[uintPtr] = u;
450 return;
451 }
452 this._uints[idx] = u;
453}
454
455/**
456 * Copies the uint data to the WASM memory and returns a pointer
457 * to that allocated memory. Once build has been called, this
458 * unit array cannot be made bigger.
459 */
460CanvasKit.OneUIntArrayHelper.prototype.build = function() {
461 if (this._ptr) {
462 return this._ptr;
463 }
464 this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32);
465 return this._ptr;
466}
467
468/**
469 * Frees the wasm memory associated with this array. Of note,
470 * the points are not removed, so push/set/build can all
471 * be called to make a newly allocated (possibly bigger)
472 * uint array.
473 */
474CanvasKit.OneUIntArrayHelper.prototype.delete = function() {
475 if (this._ptr) {
476 CanvasKit._free(this._ptr);
477 this._ptr = null;
478 }
479}
480
481/**
482 * Helper for building an array of SkRects (which are just structs
483 * of 4 floats).
484 *
485 * It can be more performant to use this helper, as
486 * the C++-side array is only allocated once (on the first call)
487 * to build. Subsequent set() operations operate directly on
488 * the C++-side array, avoiding having to re-allocate (and free)
489 * the array every time.
490 *
491 * Input points are taken as left, top, right, bottom
492 */
493CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper;
494/**
495 * Helper for building an array of RSXForms (which are just structs
496 * of 4 floats).
497 *
498 * It can be more performant to use this helper, as
499 * the C++-side array is only allocated once (on the first call)
500 * to build. Subsequent set() operations operate directly on
501 * the C++-side array, avoiding having to re-allocate (and free)
502 * the array every time.
503 *
504 * An RSXForm is a compressed form of a rotation+scale matrix.
505 *
506 * [ scos -ssin tx ]
507 * [ ssin scos ty ]
508 * [ 0 0 1 ]
509 *
510 * Input points are taken as scos, ssin, tx, ty
511 */
512CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
513
514/**
515 * Helper for building an array of SkColor
516 *
517 * It can be more performant to use this helper, as
518 * the C++-side array is only allocated once (on the first call)
519 * to build. Subsequent set() operations operate directly on
520 * the C++-side array, avoiding having to re-allocate (and free)
521 * the array every time.
522 */
523CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper;
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400524
525/**
526 * Malloc returns a TypedArray backed by the C++ memory of the
527 * given length. It should only be used by advanced users who
528 * can manage memory and initialize values properly. When used
529 * correctly, it can save copying of data between JS and C++.
530 * When used incorrectly, it can lead to memory leaks.
531 *
532 * const ta = CanvasKit.Malloc(Float32Array, 20);
533 * // store data into ta
534 * const cf = CanvasKit.SkColorFilter.MakeMatrix(ta);
535 * // MakeMatrix cleans up the ptr automatically.
536 *
537 * @param {TypedArray} typedArray - constructor for the typedArray.
538 * @param {number} len - number of elements to store.
539 */
540CanvasKit.Malloc = function(typedArray, len) {
541 var byteLen = len * typedArray.BYTES_PER_ELEMENT;
542 var ptr = CanvasKit._malloc(byteLen);
Bryce Thomas1fa54042020-01-14 13:46:30 -0800543 var ta = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400544 // add a marker that this was allocated in C++ land
545 ta['_ck'] = true;
546 return ta;
547}