Import Cobalt 21.master.0.253153
diff --git a/src/third_party/skia/modules/pathkit/helper.js b/src/third_party/skia/modules/pathkit/helper.js
new file mode 100644
index 0000000..82713ba
--- /dev/null
+++ b/src/third_party/skia/modules/pathkit/helper.js
@@ -0,0 +1,108 @@
+// Adds any extra JS functions/helpers we want to the PathKit Library.
+// Wrapped in a function to avoid leaking global variables.
+(function(PathKit){
+
+  // Caching the Float32Arrays can save having to reallocate them
+  // over and over again.
+  var Float32ArrayCache = {};
+
+  // Takes a 2D array of commands and puts them into the WASM heap
+  // as a 1D array. This allows them to referenced from the C++ code.
+  // Returns a 2 element array, with the first item being essentially a
+  // pointer to the array and the second item being the length of
+  // the new 1D array.
+  //
+  // Example usage:
+  // let cmds = [
+  //   [PathKit.MOVE_VERB, 0, 10],
+  //   [PathKit.LINE_VERB, 30, 40],
+  //   [PathKit.QUAD_VERB, 20, 50, 45, 60],
+  // ];
+  //
+  // // The following uses ES6 syntactic sugar "Array Destructuring".
+  // // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Destructuring_assignment#Array_destructuring
+  // let [ptr, len] = PathKit.loadCmdsTypedArray(cmds);
+  // let path = PathKit.FromCmds(ptr, len);
+  //
+  // If arguments at index 1... in each cmd row are strings, they will be
+  // parsed as hex, and then converted to floats using SkBits2FloatUnsigned
+  PathKit.loadCmdsTypedArray = function(arr) {
+    var len = 0;
+    for (var r = 0; r < arr.length; r++) {
+      len += arr[r].length;
+    }
+
+    var ta;
+    if (Float32ArrayCache[len]) {
+      ta = Float32ArrayCache[len];
+    } else {
+      ta = new Float32Array(len);
+      Float32ArrayCache[len] = ta;
+    }
+    // Flatten into a 1d array
+    var i = 0;
+    for (var r = 0; r < arr.length; r++) {
+      for (var c = 0; c < arr[r].length; c++) {
+        var item = arr[r][c];
+        if (typeof item === 'string') {
+          // Converts hex to an int, which can be passed to SkBits2FloatUnsigned
+          item = PathKit.SkBits2FloatUnsigned(parseInt(item));
+        }
+        ta[i] = item;
+        i++;
+      }
+    }
+
+    var ptr = PathKit._malloc(ta.length * ta.BYTES_PER_ELEMENT);
+    PathKit.HEAPF32.set(ta, ptr / ta.BYTES_PER_ELEMENT);
+    return [ptr, len];
+  }
+
+  // Experimentation has shown that using TypedArrays to pass arrays from
+  // JS to C++ is faster than passing the JS Arrays across.
+  // See above for example of cmds.
+  PathKit.FromCmds = function(cmds) {
+    var ptrLen = PathKit.loadCmdsTypedArray(cmds);
+    var path = PathKit._FromCmds(ptrLen[0], ptrLen[1]);
+    // TODO(kjlubick): cache this memory blob somehow.
+    PathKit._free(ptrLen[0]);
+    return path;
+  }
+
+  /**
+   * A common pattern is to call this function in sequence with the same
+   * params. We can just remember the last one to speed things up.
+   * Caching in this way is about a 10-15x speed up.
+   * See externs.js for this definition
+   * @type {CubicMap}
+   */
+  var cachedMap;
+  var _cpx1, _cpy1, _cpx2, _cpy2;
+
+  PathKit.cubicYFromX = function(cpx1, cpy1, cpx2, cpy2, X) {
+    if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 ||
+       _cpx2 !== cpx2 || _cpy2 !== cpy2) {
+      if (cachedMap) {
+        // Delete previous cached map to avoid memory leaks.
+        cachedMap.delete()
+      }
+      cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]);
+      _cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2;
+    }
+    return cachedMap.computeYFromX(X);
+  }
+
+  PathKit.cubicPtFromT = function(cpx1, cpy1, cpx2, cpy2, T) {
+    if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 ||
+       _cpx2 !== cpx2 || _cpy2 !== cpy2) {
+      if (cachedMap) {
+        // Delete previous cached map to avoid memory leaks.
+        cachedMap.delete()
+      }
+      cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]);
+      _cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2;
+    }
+    return cachedMap.computePtFromT(T);
+  }
+}(Module)); // When this file is loaded in, the high level object is "Module";
+