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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
Kevin Lubick6aa38692020-06-01 11:25:47 -0400240var _scratch3x3MatrixPtr = nullptr;
241var _scratch3x3Matrix; // Float32Array
242
Kevin Lubick6bffe392020-04-02 15:24:15 -0400243// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
244// returns a pointer to the memory. This memory is a float* of length 9.
245// If the passed in matrix is null/undefined, we return 0 (nullptr). All calls
246// on the C++ side should check for nullptr where appropriate. It is generally
247// the responsibility of the JS side code to call CanvasKit._free on the
248// allocated memory before returning to the user code.
249function copy3x3MatrixToWasm(matr) {
250 if (!matr) {
251 return nullptr;
252 }
Kevin Lubick6aa38692020-06-01 11:25:47 -0400253
Kevin Lubick6bffe392020-04-02 15:24:15 -0400254 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.
Kevin Lubick6aa38692020-06-01 11:25:47 -0400261 var mPtr = copy1dArray(matr, CanvasKit.HEAPF32, _scratch3x3MatrixPtr);
Kevin Lubick6bffe392020-04-02 15:24:15 -0400262 if (matr.length === 6) {
Kevin Lubick6aa38692020-06-01 11:25:47 -0400263 // Overwrite the last 3 floats with the default perspective. The divide
264 // by 4 casts the pointer into a float pointer.
265 CanvasKit.HEAPF32.set(defaultPerspective, 6 + mPtr / 4);
Kevin Lubick6bffe392020-04-02 15:24:15 -0400266 }
Kevin Lubick6aa38692020-06-01 11:25:47 -0400267 return mPtr;
Kevin Lubick6bffe392020-04-02 15:24:15 -0400268 }
Kevin Lubick6aa38692020-06-01 11:25:47 -0400269 // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
270 _scratch3x3Matrix[0] = matr.m11;
271 _scratch3x3Matrix[1] = matr.m21;
272 _scratch3x3Matrix[2] = matr.m41;
273
274 _scratch3x3Matrix[3] = matr.m12;
275 _scratch3x3Matrix[4] = matr.m22;
276 _scratch3x3Matrix[5] = matr.m42;
277
278 _scratch3x3Matrix[6] = matr.m14;
279 _scratch3x3Matrix[7] = matr.m24;
280 _scratch3x3Matrix[8] = matr.m44;
281 return _scratch3x3MatrixPtr;
Kevin Lubick6bffe392020-04-02 15:24:15 -0400282}
283
Kevin Lubick6aa38692020-06-01 11:25:47 -0400284var _scratch4x4MatrixPtr = nullptr;
285var _scratch4x4Matrix; // Float32Array
286
Kevin Lubickc1d08982020-04-06 13:52:15 -0400287function copy4x4MatrixToWasm(matr) {
288 if (!matr) {
289 return nullptr;
290 }
Kevin Lubickc1d08982020-04-06 13:52:15 -0400291 if (matr.length) {
292 if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) {
293 throw 'invalid matrix size';
294 }
295 if (matr.length === 16) {
296 // This should be an array or typed array.
297 // have to divide the pointer by 4 to "cast" it from bytes to float.
Kevin Lubick6aa38692020-06-01 11:25:47 -0400298 return copy1dArray(matr, CanvasKit.HEAPF32, _scratch4x4MatrixPtr);
Kevin Lubickc1d08982020-04-06 13:52:15 -0400299 }
Kevin Lubick6aa38692020-06-01 11:25:47 -0400300 // Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix
301 // TODO(skbug.com/10108) This will need to change when we convert our
302 // JS 4x4 to be column-major.
303 // When upscaling, we need to overwrite the 3rd column and the 3rd row with
304 // 0s. It's easiest to just do that with a fill command.
305 _scratch4x4Matrix.fill(0);
306 _scratch4x4Matrix[0] = matr[0];
307 _scratch4x4Matrix[1] = matr[1];
308 // skip col 2
309 _scratch4x4Matrix[3] = matr[2];
310
311 _scratch4x4Matrix[4] = matr[3];
312 _scratch4x4Matrix[5] = matr[4];
313 // skip col 2
314 _scratch4x4Matrix[7] = matr[5];
315
316 // skip row 2
317
318 _scratch4x4Matrix[12] = matr[6];
319 _scratch4x4Matrix[13] = matr[7];
320 // skip col 2
321 _scratch4x4Matrix[15] = matr[8];
322
323 if (matr.length === 6) {
324 // fix perspective for the 3x2 case (from above, they will be undefined).
325 _scratch4x4Matrix[12]=0;
326 _scratch4x4Matrix[13]=0;
327 _scratch4x4Matrix[15]=1;
328 }
329 return _scratch4x4MatrixPtr;
Kevin Lubickc1d08982020-04-06 13:52:15 -0400330 }
Kevin Lubick6aa38692020-06-01 11:25:47 -0400331 // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
332 // TODO(skbug.com/10108) use toFloat32Array().
333 _scratch4x4Matrix[0] = matr.m11;
334 _scratch4x4Matrix[1] = matr.m21;
335 _scratch4x4Matrix[2] = matr.m31;
336 _scratch4x4Matrix[3] = matr.m41;
337
338 _scratch4x4Matrix[4] = matr.m12;
339 _scratch4x4Matrix[5] = matr.m22;
340 _scratch4x4Matrix[6] = matr.m32;
341 _scratch4x4Matrix[7] = matr.m42;
342
343 _scratch4x4Matrix[8] = matr.m13;
344 _scratch4x4Matrix[9] = matr.m23;
345 _scratch4x4Matrix[10] = matr.m33;
346 _scratch4x4Matrix[11] = matr.m43;
347
348 _scratch4x4Matrix[12] = matr.m14;
349 _scratch4x4Matrix[13] = matr.m24;
350 _scratch4x4Matrix[14] = matr.m34;
351 _scratch4x4Matrix[15] = matr.m44;
352 return _scratch4x4MatrixPtr;
Kevin Lubickc1d08982020-04-06 13:52:15 -0400353}
354
Kevin Lubick6aa38692020-06-01 11:25:47 -0400355// copies a 4x4 matrix at the given pointer into a JS array. It is the caller's
356// responsibility to free the matrPtr if needed.
Kevin Lubickc1d08982020-04-06 13:52:15 -0400357function copy4x4MatrixFromWasm(matrPtr) {
358 // read them out into an array. TODO(kjlubick): If we change SkMatrix to be
359 // typedArrays, then we should return a typed array here too.
360 var rv = new Array(16);
361 for (var i = 0; i < 16; i++) {
362 rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to "cast" to float.
363 }
Kevin Lubickc1d08982020-04-06 13:52:15 -0400364 return rv;
365}
366
Kevin Lubick6aa38692020-06-01 11:25:47 -0400367var _scratchColorPtr = nullptr;
368
369function copyColorToWasm(color4f, ptr) {
370 // TODO(kjlubick): accept 4 floats or int color
371 return copy1dArray(color4f, CanvasKit.HEAPF32, ptr || _scratchColorPtr);
372}
373
374function copyColorToWasmNoScratch(color4f) {
375 // TODO(kjlubick): accept 4 floats or int color
376 return copy1dArray(color4f, CanvasKit.HEAPF32);
377}
378
Nathaniel Nifong1bedbeb2020-05-04 16:46:17 -0400379// copies the four floats at the given pointer in a js Float32Array
380function copyColorFromWasm(colorPtr) {
381 var rv = new Float32Array(4);
382 for (var i = 0; i < 4; i++) {
383 rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to "cast" to float.
384 }
Nathaniel Nifong1bedbeb2020-05-04 16:46:17 -0400385 return rv;
Kevin Lubickcf118922020-05-28 14:43:38 -0400386}
Nathaniel Nifong1bedbeb2020-05-04 16:46:17 -0400387
Kevin Lubickf5ea37f2019-02-28 10:06:18 -0500388// Caching the Float32Arrays can save having to reallocate them
389// over and over again.
390var Float32ArrayCache = {};
391
392// Takes a 2D array of commands and puts them into the WASM heap
393// as a 1D array. This allows them to referenced from the C++ code.
394// Returns a 2 element array, with the first item being essentially a
395// pointer to the array and the second item being the length of
396// the new 1D array.
397//
398// Example usage:
399// let cmds = [
400// [CanvasKit.MOVE_VERB, 0, 10],
401// [CanvasKit.LINE_VERB, 30, 40],
402// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
403// ];
404function loadCmdsTypedArray(arr) {
405 var len = 0;
406 for (var r = 0; r < arr.length; r++) {
407 len += arr[r].length;
408 }
409
410 var ta;
411 if (Float32ArrayCache[len]) {
412 ta = Float32ArrayCache[len];
413 } else {
414 ta = new Float32Array(len);
415 Float32ArrayCache[len] = ta;
416 }
417 // Flatten into a 1d array
418 var i = 0;
419 for (var r = 0; r < arr.length; r++) {
420 for (var c = 0; c < arr[r].length; c++) {
421 var item = arr[r][c];
422 ta[i] = item;
423 i++;
424 }
425 }
426
427 var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
428 return [ptr, len];
429}
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400430
Kevin Lubickcc13fd32019-04-05 13:00:01 -0400431function saveBytesToFile(bytes, fileName) {
432 if (!isNode) {
433 // https://stackoverflow.com/a/32094834
434 var blob = new Blob([bytes], {type: 'application/octet-stream'});
435 url = window.URL.createObjectURL(blob);
436 var a = document.createElement('a');
437 document.body.appendChild(a);
438 a.href = url;
439 a.download = fileName;
440 a.click();
441 // clean up after because FF might not download it synchronously
442 setTimeout(function() {
443 URL.revokeObjectURL(url);
444 a.remove();
445 }, 50);
446 } else {
447 var fs = require('fs');
448 // https://stackoverflow.com/a/42006750
449 // https://stackoverflow.com/a/47018122
450 fs.writeFile(fileName, new Buffer(bytes), function(err) {
451 if (err) throw err;
452 });
453 }
454}
Kevin Lubickee91c072019-03-29 10:39:52 -0400455/**
456 * Generic helper for dealing with an array of four floats.
457 */
458CanvasKit.FourFloatArrayHelper = function() {
459 this._floats = [];
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400460 this._ptr = null;
Kevin Lubickee91c072019-03-29 10:39:52 -0400461
462 Object.defineProperty(this, 'length', {
463 enumerable: true,
464 get: function() {
465 return this._floats.length / 4;
466 },
467 });
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400468}
469
470/**
Kevin Lubickee91c072019-03-29 10:39:52 -0400471 * push the four floats onto the end of the array - if build() has already
472 * been called, the call will return without modifying anything.
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400473 */
Kevin Lubickee91c072019-03-29 10:39:52 -0400474CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400475 if (this._ptr) {
476 SkDebug('Cannot push more points - already built');
477 return;
478 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400479 this._floats.push(f1, f2, f3, f4);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400480}
481
Kevin Lubickee91c072019-03-29 10:39:52 -0400482/**
483 * Set the four floats at a given index - if build() has already
484 * been called, the WASM memory will be written to directly.
485 */
486CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) {
487 if (idx < 0 || idx >= this._floats.length/4) {
488 SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4);
489 return;
490 }
491 idx *= 4;
492 var BYTES_PER_ELEMENT = 4;
493 if (this._ptr) {
494 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
495 var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
496 CanvasKit.HEAPF32[floatPtr] = f1;
497 CanvasKit.HEAPF32[floatPtr + 1] = f2;
498 CanvasKit.HEAPF32[floatPtr + 2] = f3;
499 CanvasKit.HEAPF32[floatPtr + 3] = f4;
500 return;
501 }
502 this._floats[idx] = f1;
503 this._floats[idx + 1] = f2;
504 this._floats[idx + 2] = f3;
505 this._floats[idx + 3] = f4;
506}
507
508/**
509 * Copies the float data to the WASM memory and returns a pointer
510 * to that allocated memory. Once build has been called, this
511 * float array cannot be made bigger.
512 */
513CanvasKit.FourFloatArrayHelper.prototype.build = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400514 if (this._ptr) {
515 return this._ptr;
516 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400517 this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400518 return this._ptr;
519}
520
Kevin Lubickee91c072019-03-29 10:39:52 -0400521/**
522 * Frees the wasm memory associated with this array. Of note,
523 * the points are not removed, so push/set/build can all
524 * be called to make a newly allocated (possibly bigger)
525 * float array.
526 */
527CanvasKit.FourFloatArrayHelper.prototype.delete = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400528 if (this._ptr) {
529 CanvasKit._free(this._ptr);
530 this._ptr = null;
531 }
532}
Kevin Lubickee91c072019-03-29 10:39:52 -0400533
534/**
535 * Generic helper for dealing with an array of unsigned ints.
536 */
537CanvasKit.OneUIntArrayHelper = function() {
538 this._uints = [];
539 this._ptr = null;
540
541 Object.defineProperty(this, 'length', {
542 enumerable: true,
543 get: function() {
544 return this._uints.length;
545 },
546 });
547}
548
549/**
550 * push the unsigned int onto the end of the array - if build() has already
551 * been called, the call will return without modifying anything.
552 */
553CanvasKit.OneUIntArrayHelper.prototype.push = function(u) {
554 if (this._ptr) {
555 SkDebug('Cannot push more points - already built');
556 return;
557 }
558 this._uints.push(u);
559}
560
561/**
562 * Set the uint at a given index - if build() has already
563 * been called, the WASM memory will be written to directly.
564 */
565CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) {
566 if (idx < 0 || idx >= this._uints.length) {
567 SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length);
568 return;
569 }
570 idx *= 4;
571 var BYTES_PER_ELEMENT = 4;
572 if (this._ptr) {
573 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
574 var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
575 CanvasKit.HEAPU32[uintPtr] = u;
576 return;
577 }
578 this._uints[idx] = u;
579}
580
581/**
582 * Copies the uint data to the WASM memory and returns a pointer
583 * to that allocated memory. Once build has been called, this
584 * unit array cannot be made bigger.
585 */
586CanvasKit.OneUIntArrayHelper.prototype.build = function() {
587 if (this._ptr) {
588 return this._ptr;
589 }
590 this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32);
591 return this._ptr;
592}
593
594/**
595 * Frees the wasm memory associated with this array. Of note,
596 * the points are not removed, so push/set/build can all
597 * be called to make a newly allocated (possibly bigger)
598 * uint array.
599 */
600CanvasKit.OneUIntArrayHelper.prototype.delete = function() {
601 if (this._ptr) {
602 CanvasKit._free(this._ptr);
603 this._ptr = null;
604 }
605}
606
607/**
608 * Helper for building an array of SkRects (which are just structs
609 * of 4 floats).
610 *
611 * It can be more performant to use this helper, as
612 * the C++-side array is only allocated once (on the first call)
613 * to build. Subsequent set() operations operate directly on
614 * the C++-side array, avoiding having to re-allocate (and free)
615 * the array every time.
616 *
617 * Input points are taken as left, top, right, bottom
618 */
619CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper;
620/**
621 * Helper for building an array of RSXForms (which are just structs
622 * of 4 floats).
623 *
624 * It can be more performant to use this helper, as
625 * the C++-side array is only allocated once (on the first call)
626 * to build. Subsequent set() operations operate directly on
627 * the C++-side array, avoiding having to re-allocate (and free)
628 * the array every time.
629 *
630 * An RSXForm is a compressed form of a rotation+scale matrix.
631 *
632 * [ scos -ssin tx ]
633 * [ ssin scos ty ]
634 * [ 0 0 1 ]
635 *
636 * Input points are taken as scos, ssin, tx, ty
637 */
638CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
639
640/**
641 * Helper for building an array of SkColor
642 *
643 * It can be more performant to use this helper, as
644 * the C++-side array is only allocated once (on the first call)
645 * to build. Subsequent set() operations operate directly on
646 * the C++-side array, avoiding having to re-allocate (and free)
647 * the array every time.
648 */
649CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper;
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400650
651/**
652 * Malloc returns a TypedArray backed by the C++ memory of the
653 * given length. It should only be used by advanced users who
654 * can manage memory and initialize values properly. When used
655 * correctly, it can save copying of data between JS and C++.
656 * When used incorrectly, it can lead to memory leaks.
Kevin Lubickcf118922020-05-28 14:43:38 -0400657 * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400658 *
659 * const ta = CanvasKit.Malloc(Float32Array, 20);
660 * // store data into ta
661 * const cf = CanvasKit.SkColorFilter.MakeMatrix(ta);
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400662 *
663 * @param {TypedArray} typedArray - constructor for the typedArray.
Kevin Lubick6aa38692020-06-01 11:25:47 -0400664 * @param {number} len - number of *elements* to store.
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400665 */
666CanvasKit.Malloc = function(typedArray, len) {
667 var byteLen = len * typedArray.BYTES_PER_ELEMENT;
668 var ptr = CanvasKit._malloc(byteLen);
Bryce Thomas1fa54042020-01-14 13:46:30 -0800669 var ta = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
Kevin Lubicke25df6c2019-10-22 09:04:32 -0400670 // add a marker that this was allocated in C++ land
671 ta['_ck'] = true;
672 return ta;
673}
Kevin Lubickcf118922020-05-28 14:43:38 -0400674
675/**
676 * Free frees the memory returned by Malloc.
677 * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
678 */
679CanvasKit.Free = function(typedArray) {
680 CanvasKit._free(typedArray.byteOffset)
681}
682
683// This helper will free the given pointer unless the provided array is one
684// that was returned by CanvasKit.Malloc.
685function freeArraysThatAreNotMallocedByUsers(ptr, arr) {
686 if (!arr || !arr['_ck']) {
687 CanvasKit._free(ptr);
688 }
Kevin Lubick6aa38692020-06-01 11:25:47 -0400689}