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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 */
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) {
69  if (!wasMalloced(arr)) {
70    CanvasKit._free(ptr);
71  }
72}
73
74// 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
80// 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;
88var _scratch4x4Matrix;
89
90var _scratchColorPtr = nullptr;
91var _scratchColor;
92
93var _scratchFourFloatsA;
94var _scratchFourFloatsAPtr = nullptr;
95
96var _scratchFourFloatsB;
97var _scratchFourFloatsBPtr = nullptr;
98
99var _scratchThreeFloatsA;
100var _scratchThreeFloatsAPtr = nullptr;
101
102var _scratchThreeFloatsB;
103var _scratchThreeFloatsBPtr = nullptr;
104
105var _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.
126  if (wasMalloced(arr)) {
127    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) {
369  return copy1dArray(fourFloats, 'HEAPF32', ptr || _scratchFourFloatsAPtr);
370}
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}