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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
Kevin Lubick6bffe392020-04-02 15:24:15 -0400238var defaultPerspective = Float32Array.of(0, 0, 1);
239
240// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
241// returns a pointer to the memory. This memory is a float* of length 9.
242// If the passed in matrix is null/undefined, we return 0 (nullptr). All calls
243// on the C++ side should check for nullptr where appropriate. It is generally
244// the responsibility of the JS side code to call CanvasKit._free on the
245// allocated memory before returning to the user code.
246function copy3x3MatrixToWasm(matr) {
247 if (!matr) {
248 return nullptr;
249 }
Kevin Lubickcf118922020-05-28 14:43:38 -0400250 if (matr['_ck']) {
251 return matr.byteOffset;
252 }
Kevin Lubick6bffe392020-04-02 15:24:15 -0400253 var mPtr = CanvasKit._malloc(9 * 4); // 9 matrix scalars, each at 4 bytes.
254 if (matr.length) {
255 // TODO(kjlubick): Downsample a 16 length (4x4 matrix)
256 if (matr.length !== 6 && matr.length !== 9) {
257 throw 'invalid matrix size';
258 }
259 // This should be an array or typed array.
260 // have to divide the pointer by 4 to "cast" it from bytes to float.
261 CanvasKit.HEAPF32.set(matr, mPtr / 4);
262 if (matr.length === 6) {
263 CanvasKit.HEAPF32.set(defaultPerspective, 6 + mPtr / 4);
264 }
265 } else {
Kevin Lubickc1d08982020-04-06 13:52:15 -0400266 // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
Kevin Lubick6bffe392020-04-02 15:24:15 -0400267 var floats = Float32Array.of(
268 matr.m11, matr.m21, matr.m41,
269 matr.m12, matr.m22, matr.m42,
270 matr.m14, matr.m24, matr.m44);
271 // have to divide the pointer by 4 to "cast" it from bytes to float.
272 CanvasKit.HEAPF32.set(floats, mPtr / 4);
273 }
274 return mPtr;
275}
276
Kevin Lubickc1d08982020-04-06 13:52:15 -0400277function copy4x4MatrixToWasm(matr) {
278 if (!matr) {
279 return nullptr;
280 }
281 var mPtr = CanvasKit._malloc(16 * 4); // 9 matrix scalars, each at 4 bytes.
282 if (matr.length) {
283 if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) {
284 throw 'invalid matrix size';
285 }
286 if (matr.length === 16) {
287 // This should be an array or typed array.
288 // have to divide the pointer by 4 to "cast" it from bytes to float.
289 CanvasKit.HEAPF32.set(matr, mPtr / 4);
290 } else {
291 // Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix
292 // TODO(skbug.com/10108) This will need to change when we convert our
293 // JS 4x4 to be column-major.
294 var floats = Float32Array.of(
295 matr[0], matr[1], 0, matr[2],
296 matr[3], matr[4], 0, matr[5],
297 0, 0, 0, 0,
298 matr[6], matr[7], 0, matr[8]);
299 if (matr.length === 6) {
300 // fix perspective for the 3x2 case (from above, they will be undefined).
301 floats[4*3+0]=0;
302 floats[4*3+1]=0;
303 floats[4*3+3]=1;
304 }
305 CanvasKit.HEAPF32.set(floats, mPtr / 4);
306 }
307 } else {
308 // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
309 // TODO(skbug.com/10108) use toFloat32Array().
310 var floats = Float32Array.of(
311 matr.m11, matr.m21, matr.m31, matr.m41,
312 matr.m12, matr.m22, matr.m32, matr.m42,
313 matr.m13, matr.m23, matr.m33, matr.m43,
314 matr.m14, matr.m24, matr.m34, matr.m44);
315 // have to divide the pointer by 4 to "cast" it from bytes to float.
316 CanvasKit.HEAPF32.set(floats, mPtr / 4);
317 }
318 return mPtr;
319}
320
321// copies a 4x4 matrix at the given pointer into a JS array.
Kevin Lubickcf118922020-05-28 14:43:38 -0400322// TODO(kjlubick) Add a scratch array for this.
Kevin Lubickc1d08982020-04-06 13:52:15 -0400323function copy4x4MatrixFromWasm(matrPtr) {
324 // read them out into an array. TODO(kjlubick): If we change SkMatrix to be
325 // typedArrays, then we should return a typed array here too.
326 var rv = new Array(16);
327 for (var i = 0; i < 16; i++) {
328 rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to "cast" to float.
329 }
330 CanvasKit._free(matrPtr);
331 return rv;
332}
333
Nathaniel Nifong1bedbeb2020-05-04 16:46:17 -0400334// copies the four floats at the given pointer in a js Float32Array
Kevin Lubickcf118922020-05-28 14:43:38 -0400335// TODO(kjlubick) Add a scratch array for this.
Nathaniel Nifong1bedbeb2020-05-04 16:46:17 -0400336function copyColorFromWasm(colorPtr) {
337 var rv = new Float32Array(4);
338 for (var i = 0; i < 4; i++) {
339 rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to "cast" to float.
340 }
341 CanvasKit._free(colorPtr);
342 return rv;
Kevin Lubickcf118922020-05-28 14:43:38 -0400343}
Nathaniel Nifong1bedbeb2020-05-04 16:46:17 -0400344
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500345// Caching the Float32Arrays can save having to reallocate them
346// over and over again.
347var Float32ArrayCache = {};
348
349// Takes a 2D array of commands and puts them into the WASM heap
350// as a 1D array. This allows them to referenced from the C++ code.
351// Returns a 2 element array, with the first item being essentially a
352// pointer to the array and the second item being the length of
353// the new 1D array.
354//
355// Example usage:
356// let cmds = [
357// [CanvasKit.MOVE_VERB, 0, 10],
358// [CanvasKit.LINE_VERB, 30, 40],
359// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
360// ];
361function loadCmdsTypedArray(arr) {
362 var len = 0;
363 for (var r = 0; r < arr.length; r++) {
364 len += arr[r].length;
365 }
366
367 var ta;
368 if (Float32ArrayCache[len]) {
369 ta = Float32ArrayCache[len];
370 } else {
371 ta = new Float32Array(len);
372 Float32ArrayCache[len] = ta;
373 }
374 // Flatten into a 1d array
375 var i = 0;
376 for (var r = 0; r < arr.length; r++) {
377 for (var c = 0; c < arr[r].length; c++) {
378 var item = arr[r][c];
379 ta[i] = item;
380 i++;
381 }
382 }
383
384 var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
385 return [ptr, len];
386}
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400387
Kevin Lubickcc13fd32019-04-05 13:00:01 -0400388function saveBytesToFile(bytes, fileName) {
389 if (!isNode) {
390 // https://stackoverflow.com/a/32094834
391 var blob = new Blob([bytes], {type: 'application/octet-stream'});
392 url = window.URL.createObjectURL(blob);
393 var a = document.createElement('a');
394 document.body.appendChild(a);
395 a.href = url;
396 a.download = fileName;
397 a.click();
398 // clean up after because FF might not download it synchronously
399 setTimeout(function() {
400 URL.revokeObjectURL(url);
401 a.remove();
402 }, 50);
403 } else {
404 var fs = require('fs');
405 // https://stackoverflow.com/a/42006750
406 // https://stackoverflow.com/a/47018122
407 fs.writeFile(fileName, new Buffer(bytes), function(err) {
408 if (err) throw err;
409 });
410 }
411}
Kevin Lubickee91c072019-03-29 10:39:52 -0400412/**
413 * Generic helper for dealing with an array of four floats.
414 */
415CanvasKit.FourFloatArrayHelper = function() {
416 this._floats = [];
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400417 this._ptr = null;
Kevin Lubickee91c072019-03-29 10:39:52 -0400418
419 Object.defineProperty(this, 'length', {
420 enumerable: true,
421 get: function() {
422 return this._floats.length / 4;
423 },
424 });
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400425}
426
427/**
Kevin Lubickee91c072019-03-29 10:39:52 -0400428 * push the four floats onto the end of the array - if build() has already
429 * been called, the call will return without modifying anything.
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400430 */
Kevin Lubickee91c072019-03-29 10:39:52 -0400431CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400432 if (this._ptr) {
433 SkDebug('Cannot push more points - already built');
434 return;
435 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400436 this._floats.push(f1, f2, f3, f4);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400437}
438
Kevin Lubickee91c072019-03-29 10:39:52 -0400439/**
440 * Set the four floats at a given index - if build() has already
441 * been called, the WASM memory will be written to directly.
442 */
443CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) {
444 if (idx < 0 || idx >= this._floats.length/4) {
445 SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4);
446 return;
447 }
448 idx *= 4;
449 var BYTES_PER_ELEMENT = 4;
450 if (this._ptr) {
451 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
452 var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
453 CanvasKit.HEAPF32[floatPtr] = f1;
454 CanvasKit.HEAPF32[floatPtr + 1] = f2;
455 CanvasKit.HEAPF32[floatPtr + 2] = f3;
456 CanvasKit.HEAPF32[floatPtr + 3] = f4;
457 return;
458 }
459 this._floats[idx] = f1;
460 this._floats[idx + 1] = f2;
461 this._floats[idx + 2] = f3;
462 this._floats[idx + 3] = f4;
463}
464
465/**
466 * Copies the float data to the WASM memory and returns a pointer
467 * to that allocated memory. Once build has been called, this
468 * float array cannot be made bigger.
469 */
470CanvasKit.FourFloatArrayHelper.prototype.build = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400471 if (this._ptr) {
472 return this._ptr;
473 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400474 this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400475 return this._ptr;
476}
477
Kevin Lubickee91c072019-03-29 10:39:52 -0400478/**
479 * Frees the wasm memory associated with this array. Of note,
480 * the points are not removed, so push/set/build can all
481 * be called to make a newly allocated (possibly bigger)
482 * float array.
483 */
484CanvasKit.FourFloatArrayHelper.prototype.delete = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400485 if (this._ptr) {
486 CanvasKit._free(this._ptr);
487 this._ptr = null;
488 }
489}
Kevin Lubickee91c072019-03-29 10:39:52 -0400490
491/**
492 * Generic helper for dealing with an array of unsigned ints.
493 */
494CanvasKit.OneUIntArrayHelper = function() {
495 this._uints = [];
496 this._ptr = null;
497
498 Object.defineProperty(this, 'length', {
499 enumerable: true,
500 get: function() {
501 return this._uints.length;
502 },
503 });
504}
505
506/**
507 * push the unsigned int onto the end of the array - if build() has already
508 * been called, the call will return without modifying anything.
509 */
510CanvasKit.OneUIntArrayHelper.prototype.push = function(u) {
511 if (this._ptr) {
512 SkDebug('Cannot push more points - already built');
513 return;
514 }
515 this._uints.push(u);
516}
517
518/**
519 * Set the uint at a given index - if build() has already
520 * been called, the WASM memory will be written to directly.
521 */
522CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) {
523 if (idx < 0 || idx >= this._uints.length) {
524 SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length);
525 return;
526 }
527 idx *= 4;
528 var BYTES_PER_ELEMENT = 4;
529 if (this._ptr) {
530 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
531 var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
532 CanvasKit.HEAPU32[uintPtr] = u;
533 return;
534 }
535 this._uints[idx] = u;
536}
537
538/**
539 * Copies the uint data to the WASM memory and returns a pointer
540 * to that allocated memory. Once build has been called, this
541 * unit array cannot be made bigger.
542 */
543CanvasKit.OneUIntArrayHelper.prototype.build = function() {
544 if (this._ptr) {
545 return this._ptr;
546 }
547 this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32);
548 return this._ptr;
549}
550
551/**
552 * Frees the wasm memory associated with this array. Of note,
553 * the points are not removed, so push/set/build can all
554 * be called to make a newly allocated (possibly bigger)
555 * uint array.
556 */
557CanvasKit.OneUIntArrayHelper.prototype.delete = function() {
558 if (this._ptr) {
559 CanvasKit._free(this._ptr);
560 this._ptr = null;
561 }
562}
563
564/**
565 * Helper for building an array of SkRects (which are just structs
566 * of 4 floats).
567 *
568 * It can be more performant to use this helper, as
569 * the C++-side array is only allocated once (on the first call)
570 * to build. Subsequent set() operations operate directly on
571 * the C++-side array, avoiding having to re-allocate (and free)
572 * the array every time.
573 *
574 * Input points are taken as left, top, right, bottom
575 */
576CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper;
577/**
578 * Helper for building an array of RSXForms (which are just structs
579 * of 4 floats).
580 *
581 * It can be more performant to use this helper, as
582 * the C++-side array is only allocated once (on the first call)
583 * to build. Subsequent set() operations operate directly on
584 * the C++-side array, avoiding having to re-allocate (and free)
585 * the array every time.
586 *
587 * An RSXForm is a compressed form of a rotation+scale matrix.
588 *
589 * [ scos -ssin tx ]
590 * [ ssin scos ty ]
591 * [ 0 0 1 ]
592 *
593 * Input points are taken as scos, ssin, tx, ty
594 */
595CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
596
597/**
598 * Helper for building an array of SkColor
599 *
600 * It can be more performant to use this helper, as
601 * the C++-side array is only allocated once (on the first call)
602 * to build. Subsequent set() operations operate directly on
603 * the C++-side array, avoiding having to re-allocate (and free)
604 * the array every time.
605 */
606CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper;
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400607
608/**
609 * Malloc returns a TypedArray backed by the C++ memory of the
610 * given length. It should only be used by advanced users who
611 * can manage memory and initialize values properly. When used
612 * correctly, it can save copying of data between JS and C++.
613 * When used incorrectly, it can lead to memory leaks.
Kevin Lubickcf118922020-05-28 14:43:38 -0400614 * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400615 *
616 * const ta = CanvasKit.Malloc(Float32Array, 20);
617 * // store data into ta
618 * const cf = CanvasKit.SkColorFilter.MakeMatrix(ta);
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400619 *
620 * @param {TypedArray} typedArray - constructor for the typedArray.
621 * @param {number} len - number of elements to store.
622 */
623CanvasKit.Malloc = function(typedArray, len) {
624 var byteLen = len * typedArray.BYTES_PER_ELEMENT;
625 var ptr = CanvasKit._malloc(byteLen);
Bryce Thomas1fa54042020-01-14 13:46:30 -0800626 var ta = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400627 // add a marker that this was allocated in C++ land
628 ta['_ck'] = true;
629 return ta;
630}
Kevin Lubickcf118922020-05-28 14:43:38 -0400631
632/**
633 * Free frees the memory returned by Malloc.
634 * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
635 */
636CanvasKit.Free = function(typedArray) {
637 CanvasKit._free(typedArray.byteOffset)
638}
639
640// This helper will free the given pointer unless the provided array is one
641// that was returned by CanvasKit.Malloc.
642function freeArraysThatAreNotMallocedByUsers(ptr, arr) {
643 if (!arr || !arr['_ck']) {
644 CanvasKit._free(ptr);
645 }
646}