| // Adds compile-time JS functions to augment the CanvasKit interface. |
| // Implementations in this file are considerate of GPU builds, i.e. some |
| // behavior is predicated on whether or not this is being compiled alongside |
| // gpu.js. |
| (function(CanvasKit){ |
| CanvasKit._extraInitializations = CanvasKit._extraInitializations || []; |
| CanvasKit._extraInitializations.push(function() { |
| // Takes in an html id or a canvas element |
| CanvasKit.MakeSWCanvasSurface = function(idOrElement) { |
| var canvas = idOrElement; |
| if (canvas.tagName !== 'CANVAS') { |
| // TODO(nifong): unit test |
| canvas = document.getElementById(idOrElement); |
| if (!canvas) { |
| throw 'Canvas with id ' + idOrElement + ' was not found'; |
| } |
| } |
| // Maybe better to use clientWidth/height. See: |
| // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html |
| var surface = CanvasKit.MakeSurface(canvas.width, canvas.height); |
| if (surface) { |
| surface._canvas = canvas; |
| } |
| return surface; |
| }; |
| |
| // Don't over-write the MakeCanvasSurface set by gpu.js if it exists. |
| if (!CanvasKit.MakeCanvasSurface) { |
| CanvasKit.MakeCanvasSurface = CanvasKit.MakeSWCanvasSurface; |
| } |
| |
| // Note that color spaces are currently not supported in CPU surfaces. due to the limitation |
| // canvas.getContext('2d').putImageData imposes a limitation of using an RGBA_8888 color type. |
| // TODO(nifong): support WGC color spaces while still using an RGBA_8888 color type when |
| // on a cpu backend. |
| CanvasKit.MakeSurface = function(width, height) { |
| var imageInfo = { |
| 'width': width, |
| 'height': height, |
| 'colorType': CanvasKit.ColorType.RGBA_8888, |
| // Since we are sending these pixels directly into the HTML canvas, |
| // (and those pixels are un-premultiplied, i.e. straight r,g,b,a) |
| 'alphaType': CanvasKit.AlphaType.Unpremul, |
| 'colorSpace': CanvasKit.ColorSpace.SRGB, |
| }; |
| var pixelLen = width * height * 4; // it's 8888, so 4 bytes per pixel |
| // Allocate the buffer of pixels to be drawn into. |
| var pixelPtr = CanvasKit._malloc(pixelLen); |
| |
| // Experiments with using RasterDirect vs Raster showed a 10% slowdown |
| // over the traditional Surface::MakeRaster approach. This was exacerbated when |
| // the surface was drawing to Premul and we had to convert to Unpremul each frame |
| // (up to a 10x further slowdown). |
| var surface = CanvasKit.Surface._makeRasterDirect(imageInfo, pixelPtr, width*4); |
| if (surface) { |
| surface._canvas = null; |
| surface._width = width; |
| surface._height = height; |
| surface._pixelLen = pixelLen; |
| |
| surface._pixelPtr = pixelPtr; |
| // rasterDirectSurface does not initialize the pixels, so we clear them |
| // to transparent black. |
| surface.getCanvas().clear(CanvasKit.TRANSPARENT); |
| } |
| return surface; |
| }; |
| |
| CanvasKit.MakeRasterDirectSurface = function(imageInfo, mallocObj, bytesPerRow) { |
| return CanvasKit.Surface._makeRasterDirect(imageInfo, mallocObj['byteOffset'], bytesPerRow); |
| }; |
| |
| // For GPU builds, simply proxies to native code flush. For CPU builds, |
| // also updates the underlying HTML canvas, optionally with dirtyRect. |
| CanvasKit.Surface.prototype.flush = function(dirtyRect) { |
| CanvasKit.setCurrentContext(this._context); |
| this._flush(); |
| // Do we have an HTML canvas to write the pixels to? |
| // We will not have a canvas if this a GPU build, for example. |
| if (this._canvas) { |
| var pixels = new Uint8ClampedArray(CanvasKit.HEAPU8.buffer, this._pixelPtr, this._pixelLen); |
| var imageData = new ImageData(pixels, this._width, this._height); |
| |
| if (!dirtyRect) { |
| this._canvas.getContext('2d').putImageData(imageData, 0, 0); |
| } else { |
| this._canvas.getContext('2d').putImageData(imageData, 0, 0, |
| dirtyRect[0], dirtyRect[1], |
| dirtyRect[2] - dirtyRect[0], |
| dirtyRect[3] - dirtyRect[1]); |
| } |
| } |
| }; |
| |
| // Call dispose() instead of delete to clean up the underlying memory. |
| // TODO(kjlubick) get rid of this and just wrap around delete(). |
| CanvasKit.Surface.prototype.dispose = function() { |
| if (this._pixelPtr) { |
| CanvasKit._free(this._pixelPtr); |
| } |
| this.delete(); |
| }; |
| |
| CanvasKit.setCurrentContext = CanvasKit.setCurrentContext || function() { |
| // no op if this is a cpu-only build. |
| }; |
| }); |
| }(Module)); // When this file is loaded in, the high level object is "Module"; |