| /* |
| * This file houses utilities for copying blocks of memory to and from |
| * the WASM heap. |
| */ |
| |
| /** |
| * Malloc returns a TypedArray backed by the C++ memory of the |
| * given length. It should only be used by advanced users who |
| * can manage memory and initialize values properly. When used |
| * correctly, it can save copying of data between JS and C++. |
| * When used incorrectly, it can lead to memory leaks. |
| * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free. |
| * |
| * const mObj = CanvasKit.Malloc(Float32Array, 20); |
| * Get a TypedArray view around the malloc'd memory (this does not copy anything). |
| * const ta = mObj.toTypedArray(); |
| * // store data into ta |
| * const cf = CanvasKit.ColorFilter.MakeMatrix(ta); // mObj could also be used. |
| * |
| * // eventually... |
| * CanvasKit.Free(mObj); |
| * |
| * @param {TypedArray} typedArray - constructor for the typedArray. |
| * @param {number} len - number of *elements* to store. |
| */ |
| CanvasKit.Malloc = function(typedArray, len) { |
| var byteLen = len * typedArray.BYTES_PER_ELEMENT; |
| var ptr = CanvasKit._malloc(byteLen); |
| return { |
| '_ck': true, |
| 'length': len, |
| 'byteOffset': ptr, |
| typedArray: null, |
| 'subarray': function(start, end) { |
| var sa = this['toTypedArray']().subarray(start, end); |
| sa['_ck'] = true; |
| return sa; |
| }, |
| 'toTypedArray': function() { |
| // Check if the previously allocated array is still usable. |
| // If it's falsy, then we haven't created an array yet. |
| // If it's empty, then WASM resized memory and emptied the array. |
| if (this.typedArray && this.typedArray.length) { |
| return this.typedArray; |
| } |
| this.typedArray = new typedArray(CanvasKit.HEAPU8.buffer, ptr, len); |
| // add a marker that this was allocated in C++ land |
| this.typedArray['_ck'] = true; |
| return this.typedArray; |
| }, |
| }; |
| }; |
| |
| /** |
| * Free frees the memory returned by Malloc. |
| * Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free. |
| */ |
| CanvasKit.Free = function(mallocObj) { |
| CanvasKit._free(mallocObj['byteOffset']); |
| mallocObj['byteOffset'] = nullptr; |
| // Set these to null to make sure the TypedArrays can be garbage collected. |
| mallocObj['toTypedArray'] = null; |
| mallocObj.typedArray = null; |
| }; |
| |
| // This helper will free the given pointer unless the provided array is one |
| // that was returned by CanvasKit.Malloc. |
| function freeArraysThatAreNotMallocedByUsers(ptr, arr) { |
| if (!wasMalloced(arr)) { |
| CanvasKit._free(ptr); |
| } |
| } |
| |
| // wasMalloced returns true if the object was created by a call to Malloc. This is determined |
| // by looking at a property that was added to our Malloc obj and typed arrays. |
| function wasMalloced(obj) { |
| return obj && obj['_ck']; |
| } |
| |
| // We define some "scratch" variables which will house both the pointer to |
| // memory we allocate at startup as well as a Malloc object, which we can |
| // use to get a TypedArray view of that memory. |
| |
| var _scratch3x3MatrixPtr = nullptr; |
| var _scratch3x3Matrix; // the result from CanvasKit.Malloc |
| |
| var _scratch4x4MatrixPtr = nullptr; |
| var _scratch4x4Matrix; |
| |
| var _scratchColorPtr = nullptr; |
| var _scratchColor; |
| |
| var _scratchFourFloatsA; |
| var _scratchFourFloatsAPtr = nullptr; |
| |
| var _scratchFourFloatsB; |
| var _scratchFourFloatsBPtr = nullptr; |
| |
| var _scratchThreeFloatsA; |
| var _scratchThreeFloatsAPtr = nullptr; |
| |
| var _scratchThreeFloatsB; |
| var _scratchThreeFloatsBPtr = nullptr; |
| |
| var _scratchIRect; |
| var _scratchIRectPtr = nullptr; |
| |
| var _scratchRRect; |
| var _scratchRRectPtr = nullptr; |
| |
| var _scratchRRect2; |
| var _scratchRRect2Ptr = nullptr; |
| |
| // arr can be a normal JS array or a TypedArray |
| // dest is a string like 'HEAPU32' that specifies the type the src array |
| // should be copied into. |
| // ptr can be optionally provided if the memory was already allocated. |
| // Callers should eventually free the data unless the C++ object owns the memory, |
| // or the provided pointer is a scratch pointer or a user-malloced value. |
| // see also freeArraysThatAreNotMallocedByUsers(). |
| function copy1dArray(arr, dest, ptr) { |
| if (!arr || !arr.length) { |
| return nullptr; |
| } |
| // This was created with CanvasKit.Malloc, so it's already been copied. |
| if (wasMalloced(arr)) { |
| return arr.byteOffset; |
| } |
| var bytesPerElement = CanvasKit[dest].BYTES_PER_ELEMENT; |
| if (!ptr) { |
| ptr = CanvasKit._malloc(arr.length * bytesPerElement); |
| } |
| // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single |
| // byte elements. When we run _malloc, we always get an offset/pointer into |
| // that block of memory. |
| // CanvasKit exposes some different views to make it easier to work with |
| // different types. HEAPF32 for example, exposes it as a float* |
| // However, to make the ptr line up, we have to do some pointer arithmetic. |
| // Concretely, we need to convert ptr to go from an index into a 1-byte-wide |
| // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32) |
| // and thus we divide ptr by 4. |
| // It is important to make sure we are grabbing the freshest view of the |
| // memory possible because if we call _malloc and the heap needs to grow, |
| // the TypedArrayView will no longer be valid. |
| CanvasKit[dest].set(arr, ptr / bytesPerElement); |
| return ptr; |
| } |
| |
| // Copies an array of colors to wasm, returning an object with the pointer |
| // and info necessary to use the copied colors. |
| // Accepts either a flat Float32Array, flat Uint32Array or Array of Float32Arrays. |
| // If color is an object that was allocated with CanvasKit.Malloc, its pointer is |
| // returned and no extra copy is performed. |
| // TODO(nifong): have this accept color builders. |
| function copyFlexibleColorArray(colors) { |
| var result = { |
| colorPtr: nullptr, |
| count: colors.length, |
| colorType: CanvasKit.ColorType.RGBA_F32, |
| }; |
| if (colors instanceof Float32Array) { |
| result.colorPtr = copy1dArray(colors, 'HEAPF32'); |
| result.count = colors.length / 4; |
| |
| } else if (colors instanceof Uint32Array) { |
| result.colorPtr = copy1dArray(colors, 'HEAPU32'); |
| result.colorType = CanvasKit.ColorType.RGBA_8888; |
| |
| } else if (colors instanceof Array) { |
| result.colorPtr = copyColorArray(colors); |
| } else { |
| throw('Invalid argument to copyFlexibleColorArray, Not a color array '+typeof(colors)); |
| } |
| return result; |
| } |
| |
| function copyColorArray(arr) { |
| if (!arr || !arr.length) { |
| return nullptr; |
| } |
| // 4 floats per color, 4 bytes per float. |
| var ptr = CanvasKit._malloc(arr.length * 4 * 4); |
| |
| var idx = 0; |
| var adjustedPtr = ptr / 4; // cast the byte pointer into a float pointer. |
| for (var r = 0; r < arr.length; r++) { |
| for (var c = 0; c < 4; c++) { |
| CanvasKit.HEAPF32[adjustedPtr + idx] = arr[r][c]; |
| idx++; |
| } |
| } |
| return ptr; |
| } |
| |
| var defaultPerspective = Float32Array.of(0, 0, 1); |
| |
| // Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and |
| // returns a pointer to the memory. This memory is a float* of length 9. |
| // If the passed in matrix is null/undefined, we return 0 (nullptr). The |
| // returned pointer should NOT be freed, as it is either null or a scratch |
| // pointer. |
| function copy3x3MatrixToWasm(matr) { |
| if (!matr) { |
| return nullptr; |
| } |
| |
| var wasm3x3Matrix = _scratch3x3Matrix['toTypedArray'](); |
| if (matr.length) { |
| if (matr.length === 6 || matr.length === 9) { |
| // matr should be an array or typed array. |
| copy1dArray(matr, 'HEAPF32', _scratch3x3MatrixPtr); |
| if (matr.length === 6) { |
| // Overwrite the last 3 floats with the default perspective. The divide |
| // by 4 casts the pointer into a float pointer. |
| CanvasKit.HEAPF32.set(defaultPerspective, 6 + _scratch3x3MatrixPtr / 4); |
| } |
| return _scratch3x3MatrixPtr; |
| } else if (matr.length === 16) { |
| // Downsample the 4x4 matrix into a 3x3 |
| wasm3x3Matrix[0] = matr[0]; |
| wasm3x3Matrix[1] = matr[1]; |
| wasm3x3Matrix[2] = matr[3]; |
| |
| wasm3x3Matrix[3] = matr[4]; |
| wasm3x3Matrix[4] = matr[5]; |
| wasm3x3Matrix[5] = matr[7]; |
| |
| wasm3x3Matrix[6] = matr[12]; |
| wasm3x3Matrix[7] = matr[13]; |
| wasm3x3Matrix[8] = matr[15]; |
| return _scratch3x3MatrixPtr; |
| } |
| throw 'invalid matrix size'; |
| } else if (matr['m11'] === undefined) { |
| throw 'invalid matrix argument'; |
| } |
| // Reminder that DOMMatrix is column-major. |
| wasm3x3Matrix[0] = matr['m11']; |
| wasm3x3Matrix[1] = matr['m21']; |
| wasm3x3Matrix[2] = matr['m41']; |
| |
| wasm3x3Matrix[3] = matr['m12']; |
| wasm3x3Matrix[4] = matr['m22']; |
| wasm3x3Matrix[5] = matr['m42']; |
| |
| wasm3x3Matrix[6] = matr['m14']; |
| wasm3x3Matrix[7] = matr['m24']; |
| wasm3x3Matrix[8] = matr['m44']; |
| return _scratch3x3MatrixPtr; |
| } |
| |
| |
| // Copies the given DOMMatrix/Array/TypedArray to the CanvasKit heap and |
| // returns a pointer to the memory. This memory is a float* of length 16. |
| // If the passed in matrix is null/undefined, we return 0 (nullptr). The |
| // returned pointer should NOT be freed, as it is either null or a scratch |
| // pointer. |
| function copy4x4MatrixToWasm(matr) { |
| if (!matr) { |
| return nullptr; |
| } |
| var wasm4x4Matrix = _scratch4x4Matrix['toTypedArray'](); |
| if (matr.length) { |
| if (matr.length !== 16 && matr.length !== 6 && matr.length !== 9) { |
| throw 'invalid matrix size'; |
| } |
| if (matr.length === 16) { |
| // matr should be an array or typed array. |
| return copy1dArray(matr, 'HEAPF32', _scratch4x4MatrixPtr); |
| } |
| // Upscale the row-major 3x3 or 3x2 matrix into a 4x4 row-major matrix |
| // TODO(skbug.com/10108) This will need to change when we convert our |
| // JS 4x4 to be column-major. |
| // When upscaling, we need to overwrite the 3rd column and the 3rd row with |
| // 0s. It's easiest to just do that with a fill command. |
| wasm4x4Matrix.fill(0); |
| wasm4x4Matrix[0] = matr[0]; |
| wasm4x4Matrix[1] = matr[1]; |
| // skip col 2 |
| wasm4x4Matrix[3] = matr[2]; |
| |
| wasm4x4Matrix[4] = matr[3]; |
| wasm4x4Matrix[5] = matr[4]; |
| // skip col 2 |
| wasm4x4Matrix[7] = matr[5]; |
| |
| // skip row 2 |
| |
| wasm4x4Matrix[12] = matr[6]; |
| wasm4x4Matrix[13] = matr[7]; |
| // skip col 2 |
| wasm4x4Matrix[15] = matr[8]; |
| |
| if (matr.length === 6) { |
| // fix perspective for the 3x2 case (from above, they will be undefined). |
| wasm4x4Matrix[12]=0; |
| wasm4x4Matrix[13]=0; |
| wasm4x4Matrix[15]=1; |
| } |
| return _scratch4x4MatrixPtr; |
| } else if (matr['m11'] === undefined) { |
| throw 'invalid matrix argument'; |
| } |
| // Reminder that DOMMatrix is column-major. |
| wasm4x4Matrix[0] = matr['m11']; |
| wasm4x4Matrix[1] = matr['m21']; |
| wasm4x4Matrix[2] = matr['m31']; |
| wasm4x4Matrix[3] = matr['m41']; |
| |
| wasm4x4Matrix[4] = matr['m12']; |
| wasm4x4Matrix[5] = matr['m22']; |
| wasm4x4Matrix[6] = matr['m32']; |
| wasm4x4Matrix[7] = matr['m42']; |
| |
| wasm4x4Matrix[8] = matr['m13']; |
| wasm4x4Matrix[9] = matr['m23']; |
| wasm4x4Matrix[10] = matr['m33']; |
| wasm4x4Matrix[11] = matr['m43']; |
| |
| wasm4x4Matrix[12] = matr['m14']; |
| wasm4x4Matrix[13] = matr['m24']; |
| wasm4x4Matrix[14] = matr['m34']; |
| wasm4x4Matrix[15] = matr['m44']; |
| return _scratch4x4MatrixPtr; |
| } |
| |
| // copies a 4x4 matrix at the given pointer into a JS array. |
| function copy4x4MatrixFromWasm(matrPtr) { |
| // read them out into an array. TODO(kjlubick): If we change Matrix to be |
| // typedArrays, then we should return a typed array here too. |
| var rv = new Array(16); |
| for (var i = 0; i < 16; i++) { |
| rv[i] = CanvasKit.HEAPF32[matrPtr/4 + i]; // divide by 4 to cast to float. |
| } |
| return rv; |
| } |
| |
| // copies the given floats into the wasm heap as an SkColor4f. Unless a non-scratch pointer is |
| // passed into ptr, callers do NOT need to free the returned pointer. |
| function copyColorToWasm(color4f, ptr) { |
| return copy1dArray(color4f, 'HEAPF32', ptr || _scratchColorPtr); |
| } |
| |
| // copies the given color into the wasm heap. Callers do not need to free the returned pointer. |
| function copyColorComponentsToWasm(r, g, b, a) { |
| var colors = _scratchColor['toTypedArray'](); |
| colors[0] = r; |
| colors[1] = g; |
| colors[2] = b; |
| colors[3] = a; |
| return _scratchColorPtr; |
| } |
| |
| // copies the given color into the wasm heap. Callers must free the returned pointer. |
| function copyColorToWasmNoScratch(color4f) { |
| // TODO(kjlubick): accept 4 floats or int color |
| return copy1dArray(color4f, 'HEAPF32'); |
| } |
| |
| // copies the four floats at the given pointer in a js Float32Array |
| function copyColorFromWasm(colorPtr) { |
| var rv = new Float32Array(4); |
| for (var i = 0; i < 4; i++) { |
| rv[i] = CanvasKit.HEAPF32[colorPtr/4 + i]; // divide by 4 to cast to float. |
| } |
| return rv; |
| } |
| |
| // copies the given floats into the wasm heap as an SkRect. Unless a non-scratch pointer is |
| // passed into ptr, callers do NOT need to free the returned pointer. |
| function copyRectToWasm(fourFloats, ptr) { |
| return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchFourFloatsAPtr); |
| } |
| |
| // copies the given ints into the wasm heap as an SkIRect. Unless a non-scratch pointer is |
| // passed into ptr, callers do NOT need to free the returned pointer. |
| function copyIRectToWasm(fourInts, ptr) { |
| return copy1dArray(fourInts, 'HEAP32', ptr || _scratchIRectPtr); |
| } |
| |
| // copies the given floats into the wasm heap as an SkRRect. Unless a non-scratch pointer is |
| // passed into ptr, callers do NOT need to free the returned pointer. |
| function copyRRectToWasm(twelveFloats, ptr) { |
| return copy1dArray(twelveFloats, 'HEAPF32', ptr || _scratchRRectPtr); |
| } |