Kevin Lubick | 2c3cec9 | 2021-01-21 11:41:01 -0500 | [diff] [blame] | 1 | /* |
| 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 | */ |
| 26 | CanvasKit.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 | */ |
| 58 | CanvasKit.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. |
| 68 | function freeArraysThatAreNotMallocedByUsers(ptr, arr) { |
| 69 | if (arr && !arr['_ck']) { |
| 70 | CanvasKit._free(ptr); |
| 71 | } |
| 72 | } |
| 73 | |
| 74 | // We define some "scratch" variables which will house both the pointer to |
| 75 | // memory we allocate at startup as well as a Malloc object, which we can |
| 76 | // use to get a TypedArray view of that memory. |
| 77 | |
| 78 | var _scratch3x3MatrixPtr = nullptr; |
| 79 | var _scratch3x3Matrix; // the result from CanvasKit.Malloc |
| 80 | |
| 81 | var _scratch4x4MatrixPtr = nullptr; |
| 82 | var _scratch4x4Matrix; // the result from CanvasKit.Malloc |
| 83 | |
| 84 | var _scratchColorPtr = nullptr; |
| 85 | var _scratchColor; // the result from CanvasKit.Malloc |
| 86 | |
| 87 | var _scratchRect; |
| 88 | var _scratchRectPtr = nullptr; |
| 89 | |
| 90 | var _scratchRect2; |
| 91 | var _scratchRect2Ptr = nullptr; |
| 92 | |
| 93 | var _scratchIRect; |
| 94 | var _scratchIRectPtr = nullptr; |
| 95 | |
| 96 | var _scratchRRect; |
| 97 | var _scratchRRectPtr = nullptr; |
| 98 | |
| 99 | var _scratchRRect2; |
| 100 | var _scratchRRect2Ptr = nullptr; |
| 101 | |
| 102 | // arr can be a normal JS array or a TypedArray |
| 103 | // dest is a string like 'HEAPU32' that specifies the type the src array |
| 104 | // should be copied into. |
| 105 | // ptr can be optionally provided if the memory was already allocated. |
| 106 | // Callers should eventually free the data unless the C++ object owns the memory, |
| 107 | // or the provided pointer is a scratch pointer or a user-malloced value. |
| 108 | // see also freeArraysThatAreNotMallocedByUsers(). |
| 109 | function copy1dArray(arr, dest, ptr) { |
| 110 | if (!arr || !arr.length) { |
| 111 | return nullptr; |
| 112 | } |
| 113 | // This was created with CanvasKit.Malloc, so it's already been copied. |
| 114 | if (arr['_ck']) { |
| 115 | return arr.byteOffset; |
| 116 | } |
| 117 | var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT; |
| 118 | if (!ptr) { |
| 119 | ptr = CanvasKit._malloc(arr.length * bytesPerElement); |
| 120 | } |
| 121 | // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single |
| 122 | // byte elements. When we run _malloc, we always get an offset/pointer into |
| 123 | // that block of memory. |
| 124 | // CanvasKit exposes some different views to make it easier to work with |
| 125 | // different types. HEAPF32 for example, exposes it as a float* |
| 126 | // However, to make the ptr line up, we have to do some pointer arithmetic. |
| 127 | // Concretely, we need to convert ptr to go from an index into a 1-byte-wide |
| 128 | // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32) |
| 129 | // and thus we divide ptr by 4. |
| 130 | // It is important to make sure we are grabbing the freshest view of the |
| 131 | // memory possible because if we call _malloc and the heap needs to grow, |
| 132 | // the TypedArrayView will no longer be valid. |
| 133 | CanvasKit[dest].set(arr, ptr / bytesPerElement); |
| 134 | return ptr; |
| 135 | } |
| 136 | |
| 137 | // Copies an array of colors to wasm, returning an object with the pointer |
| 138 | // and info necessary to use the copied colors. |
| 139 | // Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays. |
| 140 | // If color is an object that was allocated with CanvasKit.Malloc, its pointer is |
| 141 | // returned and no extra copy is performed. |
| 142 | // TODO(nifong): have this accept color builders. |
| 143 | function copyFlexibleColorArray(colors) { |
| 144 | var result = { |
| 145 | colorPtr: nullptr, |
| 146 | count: colors.length, |
| 147 | colorType: CanvasKit.ColorType.RGBA_F32, |
| 148 | }; |
| 149 | if (colors instanceof Float32Array) { |
| 150 | result.colorPtr = copy1dArray(colors, 'HEAPF32'); |
| 151 | result.count = colors.length / 4; |
| 152 | |
| 153 | } else if (colors instanceof Uint32Array) { |
| 154 | result.colorPtr = copy1dArray(colors, 'HEAPU32'); |
| 155 | result.colorType = CanvasKit.ColorType.RGBA_8888; |
| 156 | |
| 157 | } else if (colors instanceof Array) { |
| 158 | result.colorPtr = copyColorArray(colors); |
| 159 | } else { |
| 160 | throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors)); |
| 161 | } |
| 162 | return result; |
| 163 | } |
| 164 | |
| 165 | function copyColorArray(arr) { |
| 166 | if (!arr || !arr.length) { |
| 167 | return nullptr; |
| 168 | } |
| 169 | // 4 floats per color, 4 bytes per float. |
| 170 | var ptr = CanvasKit._malloc(arr.length * 4 * 4); |
| 171 | |
| 172 | var idx = 0; |
| 173 | var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer. |
| 174 | for (var r = 0; r < arr.length; r++) { |
| 175 | for (var c = 0; c < 4; c++) { |
| 176 | CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c]; |
| 177 | idx++; |
| 178 | } |
| 179 | } |
| 180 | return ptr; |
| 181 | } |
| 182 | |
| 183 | var defaultPerspective = Float32Array.of(0, 0, 1); |
| 184 | |
| 185 | // Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and |
| 186 | // returns a pointer to the memory. This memory is a float* of length 9. |
| 187 | // If the passed in matrix is null/undefined, we return 0 (nullptr). The |
| 188 | // returned pointer should NOT be freed, as it is either null or a scratch |
| 189 | // pointer. |
| 190 | function copy3x3MatrixToWasm(matr) { |
| 191 | if (!matr) { |
| 192 | return nullptr; |
| 193 | } |
| 194 | |
| 195 | if (matr.length) { |
| 196 | if (matr.length === 6 || matr.length === 9) { |
| 197 | // matr should be an array or typed array. |
| 198 | copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr); |
| 199 | if (matr.length === 6) { |
| 200 | // Overwrite the last 3 floats with the default perspective. The divide |
| 201 | // by 4 casts the pointer into a float pointer. |
| 202 | CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4); |
| 203 | } |
| 204 | return _scratch3x3MatrixPtr; |
| 205 | } else if (matr.length === 16) { |
| 206 | // Downsample the 4x4 matrix into a 3x3 |
| 207 | var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray'](); |
| 208 | wasm3x3Matrix[0] = matr[0]; |
| 209 | wasm3x3Matrix[1] = matr[1]; |
| 210 | wasm3x3Matrix[2] = matr[3]; |
| 211 | |
| 212 | wasm3x3Matrix[3] = matr[4]; |
| 213 | wasm3x3Matrix[4] = matr[5]; |
| 214 | wasm3x3Matrix[5] = matr[7]; |
| 215 | |
| 216 | wasm3x3Matrix[6] = matr[12]; |
| 217 | wasm3x3Matrix[7] = matr[13]; |
| 218 | wasm3x3Matrix[8] = matr[15]; |
| 219 | return _scratch3x3MatrixPtr; |
| 220 | } |
| 221 | throw 'invalid matrix size'; |
| 222 | } |
| 223 | var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray'](); |
| 224 | // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major. |
| 225 | wasm3x3Matrix[0] = matr.m11; |
| 226 | wasm3x3Matrix[1] = matr.m21; |
| 227 | wasm3x3Matrix[2] = matr.m41; |
| 228 | |
| 229 | wasm3x3Matrix[3] = matr.m12; |
| 230 | wasm3x3Matrix[4] = matr.m22; |
| 231 | wasm3x3Matrix[5] = matr.m42; |
| 232 | |
| 233 | wasm3x3Matrix[6] = matr.m14; |
| 234 | wasm3x3Matrix[7] = matr.m24; |
| 235 | wasm3x3Matrix[8] = matr.m44; |
| 236 | return _scratch3x3MatrixPtr; |
| 237 | } |
| 238 | |
| 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 16. |
| 242 | // If the passed in matrix is null/undefined, we return 0 (nullptr). The |
| 243 | // returned pointer should NOT be freed, as it is either null or a scratch |
| 244 | // pointer. |
| 245 | function copy4x4MatrixToWasm(matr) { |
| 246 | if (!matr) { |
| 247 | return nullptr; |
| 248 | } |
| 249 | var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray'](); |
| 250 | if (matr.length) { |
| 251 | if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) { |
| 252 | throw 'invalid matrix size'; |
| 253 | } |
| 254 | if (matr.length === 16) { |
| 255 | // matr should be an array or typed array. |
| 256 | return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr); |
| 257 | } |
| 258 | // Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix |
| 259 | // TODO(skbug.com/10108) This will need to change when we convert our |
| 260 | // JS 4x4 to be column-major. |
| 261 | // When upscaling, we need to overwrite the 3rd column and the 3rd row with |
| 262 | // 0s. It's easiest to just do that with a fill command. |
| 263 | wasm4x4Matrix.fill(0); |
| 264 | wasm4x4Matrix[0] = matr[0]; |
| 265 | wasm4x4Matrix[1] = matr[1]; |
| 266 | // skip col 2 |
| 267 | wasm4x4Matrix[3] = matr[2]; |
| 268 | |
| 269 | wasm4x4Matrix[4] = matr[3]; |
| 270 | wasm4x4Matrix[5] = matr[4]; |
| 271 | // skip col 2 |
| 272 | wasm4x4Matrix[7] = matr[5]; |
| 273 | |
| 274 | // skip row 2 |
| 275 | |
| 276 | wasm4x4Matrix[12] = matr[6]; |
| 277 | wasm4x4Matrix[13] = matr[7]; |
| 278 | // skip col 2 |
| 279 | wasm4x4Matrix[15] = matr[8]; |
| 280 | |
| 281 | if (matr.length === 6) { |
| 282 | // fix perspective for the 3x2 case (from above, they will be undefined). |
| 283 | wasm4x4Matrix[12]=0; |
| 284 | wasm4x4Matrix[13]=0; |
| 285 | wasm4x4Matrix[15]=1; |
| 286 | } |
| 287 | return _scratch4x4MatrixPtr; |
| 288 | } |
| 289 | // Try as if it's a DOMMatrix. Reminder that DOMMatrix is column-major. |
| 290 | wasm4x4Matrix[0] = matr.m11; |
| 291 | wasm4x4Matrix[1] = matr.m21; |
| 292 | wasm4x4Matrix[2] = matr.m31; |
| 293 | wasm4x4Matrix[3] = matr.m41; |
| 294 | |
| 295 | wasm4x4Matrix[4] = matr.m12; |
| 296 | wasm4x4Matrix[5] = matr.m22; |
| 297 | wasm4x4Matrix[6] = matr.m32; |
| 298 | wasm4x4Matrix[7] = matr.m42; |
| 299 | |
| 300 | wasm4x4Matrix[8] = matr.m13; |
| 301 | wasm4x4Matrix[9] = matr.m23; |
| 302 | wasm4x4Matrix[10] = matr.m33; |
| 303 | wasm4x4Matrix[11] = matr.m43; |
| 304 | |
| 305 | wasm4x4Matrix[12] = matr.m14; |
| 306 | wasm4x4Matrix[13] = matr.m24; |
| 307 | wasm4x4Matrix[14] = matr.m34; |
| 308 | wasm4x4Matrix[15] = matr.m44; |
| 309 | return _scratch4x4MatrixPtr; |
| 310 | } |
| 311 | |
| 312 | // copies a 4x4 matrix at the given pointer into a JS array. |
| 313 | function copy4x4MatrixFromWasm(matrPtr) { |
| 314 | // read them out into an array. TODO(kjlubick): If we change Matrix to be |
| 315 | // typedArrays, then we should return a typed array here too. |
| 316 | var rv = new Array(16); |
| 317 | for (var i = 0; i < 16; i++) { |
| 318 | rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float. |
| 319 | } |
| 320 | return rv; |
| 321 | } |
| 322 | |
| 323 | // copies the given floats into the wasm heap as an SkColor4f. Unless a non-scratch pointer is |
| 324 | // passed into ptr, callers do NOT need to free the returned pointer. |
| 325 | function copyColorToWasm(color4f, ptr) { |
| 326 | return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr); |
| 327 | } |
| 328 | |
| 329 | // copies the given color into the wasm heap. Callers do not need to free the returned pointer. |
| 330 | function copyColorComponentsToWasm(r, g, b, a) { |
| 331 | var colors = _scratchColor['toTypedArray'](); |
| 332 | colors[0] = r; |
| 333 | colors[1] = g; |
| 334 | colors[2] = b; |
| 335 | colors[3] = a; |
| 336 | return _scratchColorPtr; |
| 337 | } |
| 338 | |
| 339 | // copies the given color into the wasm heap. Callers must free the returned pointer. |
| 340 | function copyColorToWasmNoScratch(color4f) { |
| 341 | // TODO(kjlubick): accept 4 floats or int color |
| 342 | return copy1dArray(color4f, 'HEAPF32'); |
| 343 | } |
| 344 | |
| 345 | // copies the four floats at the given pointer in a js Float32Array |
| 346 | function copyColorFromWasm(colorPtr) { |
| 347 | var rv = new Float32Array(4); |
| 348 | for (var i = 0; i < 4; i++) { |
| 349 | rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float. |
| 350 | } |
| 351 | return rv; |
| 352 | } |
| 353 | |
| 354 | // copies the given floats into the wasm heap as an SkRect. Unless a non-scratch pointer is |
| 355 | // passed into ptr, callers do NOT need to free the returned pointer. |
| 356 | function copyRectToWasm(fourFloats, ptr) { |
| 357 | return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchRectPtr); |
| 358 | } |
| 359 | |
| 360 | // copies the given ints into the wasm heap as an SkIRect. Unless a non-scratch pointer is |
| 361 | // passed into ptr, callers do NOT need to free the returned pointer. |
| 362 | function copyIRectToWasm(fourInts, ptr) { |
| 363 | return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr); |
| 364 | } |
| 365 | |
| 366 | // copies the given floats into the wasm heap as an SkRRect. Unless a non-scratch pointer is |
| 367 | // passed into ptr, callers do NOT need to free the returned pointer. |
| 368 | function copyRRectToWasm(twelveFloats, ptr) { |
| 369 | return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr); |
| 370 | } |