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Kevin Lubickd1c6cc12021-01-21 11:41:01 -05001/*
2 * This file houses utilities for copying blocks of memory to and from
3 * the WASM heap.
4 */
5
6/**
7 * Malloc returns a TypedArray backed by the C++ memory of the
8 * given length. It should only be used by advanced users who
9 * can manage memory and initialize values properly. When used
10 * correctly, it can save copying of data between JS and C++.
11 * When used incorrectly, it can lead to memory leaks.
12 * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
13 *
14 * const mObj = CanvasKit.Malloc(Float32Array, 20);
15 * Get a TypedArray view around the malloc'd memory (this does not copy anything).
16 * const ta = mObj.toTypedArray();
17 * // store data into ta
18 * const cf = CanvasKit.ColorFilter.MakeMatrix(ta); // mObj could also be used.
19 *
20 * // eventually...
21 * CanvasKit.Free(mObj);
22 *
23 * @param {TypedArray} typedArray - constructor for the typedArray.
24 * @param {number} len - number of *elements* to store.
25 */
26CanvasKit.Malloc = function(typedArray, len) {
27 var byteLen = len * typedArray.BYTES_PER_ELEMENT;
28 var ptr = CanvasKit._malloc(byteLen);
29 return {
30 '_ck': true,
31 'length': len,
32 'byteOffset': ptr,
33 typedArray: null,
34 'subarray': function(start, end) {
35 var sa = this['toTypedArray']().subarray(start, end);
36 sa['_ck'] = true;
37 return sa;
38 },
39 'toTypedArray': function() {
40 // Check if the previously allocated array is still usable.
41 // If it's falsy, then we haven't created an array yet.
42 // If it's empty, then WASM resized memory and emptied the array.
43 if (this.typedArray && this.typedArray.length) {
44 return this.typedArray;
45 }
46 this.typedArray = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len);
47 // add a marker that this was allocated in C++ land
48 this.typedArray['_ck'] = true;
49 return this.typedArray;
50 },
51 };
52};
53
54/**
55 * Free frees the memory returned by Malloc.
56 * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
57 */
58CanvasKit.Free = function(mallocObj) {
59 CanvasKit._free(mallocObj['byteOffset']);
60 mallocObj['byteOffset'] = nullptr;
61 // Set these to null to make sure the TypedArrays can be garbage collected.
62 mallocObj['toTypedArray'] = null;
63 mallocObj.typedArray = null;
64};
65
66// This helper will free the given pointer unless the provided array is one
67// that was returned by CanvasKit.Malloc.
68function freeArraysThatAreNotMallocedByUsers(ptr, arr) {
Kevin Lubick72fb3fc2021-06-02 08:38:04 -040069 if (!wasMalloced(arr)) {
Kevin Lubickd1c6cc12021-01-21 11:41:01 -050070 CanvasKit._free(ptr);
71 }
72}
73
Kevin Lubick72fb3fc2021-06-02 08:38:04 -040074// wasMalloced returns true if the object was created by a call to Malloc. This is determined
75// by looking at a property that was added to our Malloc obj and typed arrays.
76function wasMalloced(obj) {
77 return obj && obj['_ck'];
78}
79
Kevin Lubickd1c6cc12021-01-21 11:41:01 -050080// We define some "scratch" variables which will house both the pointer to
81// memory we allocate at startup as well as a Malloc object, which we can
82// use to get a TypedArray view of that memory.
83
84var _scratch3x3MatrixPtr = nullptr;
85var _scratch3x3Matrix; // the result from CanvasKit.Malloc
86
87var _scratch4x4MatrixPtr = nullptr;
Kevin Lubickf6040ef2021-02-02 08:26:48 -050088var _scratch4x4Matrix;
Kevin Lubickd1c6cc12021-01-21 11:41:01 -050089
90var _scratchColorPtr = nullptr;
Kevin Lubickf6040ef2021-02-02 08:26:48 -050091var _scratchColor;
Kevin Lubickd1c6cc12021-01-21 11:41:01 -050092
Kevin Lubicked962642021-02-02 08:18:11 -050093var _scratchFourFloatsA;
94var _scratchFourFloatsAPtr = nullptr;
Kevin Lubickd1c6cc12021-01-21 11:41:01 -050095
Kevin Lubicked962642021-02-02 08:18:11 -050096var _scratchFourFloatsB;
97var _scratchFourFloatsBPtr = nullptr;
Kevin Lubickd1c6cc12021-01-21 11:41:01 -050098
Kevin Lubickf6040ef2021-02-02 08:26:48 -050099var _scratchThreeFloatsA;
100var _scratchThreeFloatsAPtr = nullptr;
101
102var _scratchThreeFloatsB;
103var _scratchThreeFloatsBPtr = nullptr;
104
Kevin Lubickd1c6cc12021-01-21 11:41:01 -0500105var _scratchIRect;
106var _scratchIRectPtr = nullptr;
107
108var _scratchRRect;
109var _scratchRRectPtr = nullptr;
110
111var _scratchRRect2;
112var _scratchRRect2Ptr = nullptr;
113
114// arr can be a normal JS array or a TypedArray
115// dest is a string like 'HEAPU32' that specifies the type the src array
116// should be copied into.
117// ptr can be optionally provided if the memory was already allocated.
118// Callers should eventually free the data unless the C++ object owns the memory,
119// or the provided pointer is a scratch pointer or a user-malloced value.
120// see also freeArraysThatAreNotMallocedByUsers().
121function copy1dArray(arr, dest, ptr) {
122 if (!arr || !arr.length) {
123 return nullptr;
124 }
125 // This was created with CanvasKit.Malloc, so it's already been copied.
Kevin Lubick72fb3fc2021-06-02 08:38:04 -0400126 if (wasMalloced(arr)) {
Kevin Lubickd1c6cc12021-01-21 11:41:01 -0500127 return arr.byteOffset;
128 }
129 var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT;
130 if (!ptr) {
131 ptr = CanvasKit._malloc(arr.length * bytesPerElement);
132 }
133 // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
134 // byte elements. When we run _malloc, we always get an offset/pointer into
135 // that block of memory.
136 // CanvasKit exposes some different views to make it easier to work with
137 // different types. HEAPF32 for example, exposes it as a float*
138 // However, to make the ptr line up, we have to do some pointer arithmetic.
139 // Concretely, we need to convert ptr to go from an index into a 1-byte-wide
140 // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
141 // and thus we divide ptr by 4.
142 // It is important to make sure we are grabbing the freshest view of the
143 // memory possible because if we call _malloc and the heap needs to grow,
144 // the TypedArrayView will no longer be valid.
145 CanvasKit[dest].set(arr, ptr / bytesPerElement);
146 return ptr;
147}
148
149// Copies an array of colors to wasm, returning an object with the pointer
150// and info necessary to use the copied colors.
151// Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays.
152// If color is an object that was allocated with CanvasKit.Malloc, its pointer is
153// returned and no extra copy is performed.
154// TODO(nifong): have this accept color builders.
155function copyFlexibleColorArray(colors) {
156 var result = {
157 colorPtr: nullptr,
158 count: colors.length,
159 colorType: CanvasKit.ColorType.RGBA_F32,
160 };
161 if (colors instanceof Float32Array) {
162 result.colorPtr = copy1dArray(colors, 'HEAPF32');
163 result.count = colors.length / 4;
164
165 } else if (colors instanceof Uint32Array) {
166 result.colorPtr = copy1dArray(colors, 'HEAPU32');
167 result.colorType = CanvasKit.ColorType.RGBA_8888;
168
169 } else if (colors instanceof Array) {
170 result.colorPtr = copyColorArray(colors);
171 } else {
172 throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors));
173 }
174 return result;
175}
176
177function copyColorArray(arr) {
178 if (!arr || !arr.length) {
179 return nullptr;
180 }
181 // 4 floats per color, 4 bytes per float.
182 var ptr = CanvasKit._malloc(arr.length * 4 * 4);
183
184 var idx = 0;
185 var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer.
186 for (var r = 0; r < arr.length; r++) {
187 for (var c = 0; c < 4; c++) {
188 CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c];
189 idx++;
190 }
191 }
192 return ptr;
193}
194
195var defaultPerspective = Float32Array.of(0, 0, 1);
196
197// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
198// returns a pointer to the memory. This memory is a float* of length 9.
199// If the passed in matrix is null/undefined, we return 0 (nullptr). The
200// returned pointer should NOT be freed, as it is either null or a scratch
201// pointer.
202function copy3x3MatrixToWasm(matr) {
203 if (!matr) {
204 return nullptr;
205 }
206
207 if (matr.length) {
208 if (matr.length === 6 || matr.length === 9) {
209 // matr should be an array or typed array.
210 copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr);
211 if (matr.length === 6) {
212 // Overwrite the last 3 floats with the default perspective. The divide
213 // by 4 casts the pointer into a float pointer.
214 CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4);
215 }
216 return _scratch3x3MatrixPtr;
217 } else if (matr.length === 16) {
218 // Downsample the 4x4 matrix into a 3x3
219 var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
220 wasm3x3Matrix[0] = matr[0];
221 wasm3x3Matrix[1] = matr[1];
222 wasm3x3Matrix[2] = matr[3];
223
224 wasm3x3Matrix[3] = matr[4];
225 wasm3x3Matrix[4] = matr[5];
226 wasm3x3Matrix[5] = matr[7];
227
228 wasm3x3Matrix[6] = matr[12];
229 wasm3x3Matrix[7] = matr[13];
230 wasm3x3Matrix[8] = matr[15];
231 return _scratch3x3MatrixPtr;
232 }
233 throw 'invalid matrix size';
234 }
235 var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray']();
236 // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
237 wasm3x3Matrix[0] = matr.m11;
238 wasm3x3Matrix[1] = matr.m21;
239 wasm3x3Matrix[2] = matr.m41;
240
241 wasm3x3Matrix[3] = matr.m12;
242 wasm3x3Matrix[4] = matr.m22;
243 wasm3x3Matrix[5] = matr.m42;
244
245 wasm3x3Matrix[6] = matr.m14;
246 wasm3x3Matrix[7] = matr.m24;
247 wasm3x3Matrix[8] = matr.m44;
248 return _scratch3x3MatrixPtr;
249}
250
251
252// Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and
253// returns a pointer to the memory. This memory is a float* of length 16.
254// If the passed in matrix is null/undefined, we return 0 (nullptr). The
255// returned pointer should NOT be freed, as it is either null or a scratch
256// pointer.
257function copy4x4MatrixToWasm(matr) {
258 if (!matr) {
259 return nullptr;
260 }
261 var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray']();
262 if (matr.length) {
263 if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) {
264 throw 'invalid matrix size';
265 }
266 if (matr.length === 16) {
267 // matr should be an array or typed array.
268 return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr);
269 }
270 // Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix
271 // TODO(skbug.com/10108) This will need to change when we convert our
272 // JS 4x4 to be column-major.
273 // When upscaling, we need to overwrite the 3rd column and the 3rd row with
274 // 0s. It's easiest to just do that with a fill command.
275 wasm4x4Matrix.fill(0);
276 wasm4x4Matrix[0] = matr[0];
277 wasm4x4Matrix[1] = matr[1];
278 // skip col 2
279 wasm4x4Matrix[3] = matr[2];
280
281 wasm4x4Matrix[4] = matr[3];
282 wasm4x4Matrix[5] = matr[4];
283 // skip col 2
284 wasm4x4Matrix[7] = matr[5];
285
286 // skip row 2
287
288 wasm4x4Matrix[12] = matr[6];
289 wasm4x4Matrix[13] = matr[7];
290 // skip col 2
291 wasm4x4Matrix[15] = matr[8];
292
293 if (matr.length === 6) {
294 // fix perspective for the 3x2 case (from above, they will be undefined).
295 wasm4x4Matrix[12]=0;
296 wasm4x4Matrix[13]=0;
297 wasm4x4Matrix[15]=1;
298 }
299 return _scratch4x4MatrixPtr;
300 }
301 // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major.
302 wasm4x4Matrix[0] = matr.m11;
303 wasm4x4Matrix[1] = matr.m21;
304 wasm4x4Matrix[2] = matr.m31;
305 wasm4x4Matrix[3] = matr.m41;
306
307 wasm4x4Matrix[4] = matr.m12;
308 wasm4x4Matrix[5] = matr.m22;
309 wasm4x4Matrix[6] = matr.m32;
310 wasm4x4Matrix[7] = matr.m42;
311
312 wasm4x4Matrix[8] = matr.m13;
313 wasm4x4Matrix[9] = matr.m23;
314 wasm4x4Matrix[10] = matr.m33;
315 wasm4x4Matrix[11] = matr.m43;
316
317 wasm4x4Matrix[12] = matr.m14;
318 wasm4x4Matrix[13] = matr.m24;
319 wasm4x4Matrix[14] = matr.m34;
320 wasm4x4Matrix[15] = matr.m44;
321 return _scratch4x4MatrixPtr;
322}
323
324// copies a 4x4 matrix at the given pointer into a JS array.
325function copy4x4MatrixFromWasm(matrPtr) {
326 // read them out into an array. TODO(kjlubick): If we change Matrix to be
327 // typedArrays, then we should return a typed array here too.
328 var rv = new Array(16);
329 for (var i = 0; i < 16; i++) {
330 rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float.
331 }
332 return rv;
333}
334
335// copies the given floats into the wasm heap as an SkColor4f. Unless a non-scratch pointer is
336// passed into ptr, callers do NOT need to free the returned pointer.
337function copyColorToWasm(color4f, ptr) {
338 return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr);
339}
340
341// copies the given color into the wasm heap. Callers do not need to free the returned pointer.
342function copyColorComponentsToWasm(r, g, b, a) {
343 var colors = _scratchColor['toTypedArray']();
344 colors[0] = r;
345 colors[1] = g;
346 colors[2] = b;
347 colors[3] = a;
348 return _scratchColorPtr;
349}
350
351// copies the given color into the wasm heap. Callers must free the returned pointer.
352function copyColorToWasmNoScratch(color4f) {
353 // TODO(kjlubick): accept 4 floats or int color
354 return copy1dArray(color4f, 'HEAPF32');
355}
356
357// copies the four floats at the given pointer in a js Float32Array
358function copyColorFromWasm(colorPtr) {
359 var rv = new Float32Array(4);
360 for (var i = 0; i < 4; i++) {
361 rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float.
362 }
363 return rv;
364}
365
366// copies the given floats into the wasm heap as an SkRect. Unless a non-scratch pointer is
367// passed into ptr, callers do NOT need to free the returned pointer.
368function copyRectToWasm(fourFloats, ptr) {
Kevin Lubicked962642021-02-02 08:18:11 -0500369 return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchFourFloatsAPtr);
Kevin Lubickd1c6cc12021-01-21 11:41:01 -0500370}
371
372// copies the given ints into the wasm heap as an SkIRect. Unless a non-scratch pointer is
373// passed into ptr, callers do NOT need to free the returned pointer.
374function copyIRectToWasm(fourInts, ptr) {
375 return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr);
376}
377
378// copies the given floats into the wasm heap as an SkRRect. Unless a non-scratch pointer is
379// passed into ptr, callers do NOT need to free the returned pointer.
380function copyRRectToWasm(twelveFloats, ptr) {
381 return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr);
382}