CanvasKit._extraInitializations = CanvasKit._extraInitializations || []; CanvasKit._extraInitializations.push(function() { // sksl is the shader code. // errorCallback is a function that will be called with an error string if the // effect cannot be made. If not provided, the error will be logged. CanvasKit.RuntimeEffect.Make = function(sksl, errorCallback) { // The easiest way to pass a function into C++ code is to wrap it in an object and // treat it as an emscripten::val on the other side. var callbackObj = { 'onError': errorCallback || function(err) { console.log('RuntimeEffect error', err); }, }; return CanvasKit.RuntimeEffect._Make(sksl, callbackObj); }; // sksl is the blender code. // errorCallback is a function that will be called with an error string if the // effect cannot be made. If not provided, the error will be logged. CanvasKit.RuntimeEffect.MakeForBlender = function(sksl, errorCallback) { // The easiest way to pass a function into C++ code is to wrap it in an object and // treat it as an emscripten::val on the other side. var callbackObj = { 'onError': errorCallback || function(err) { console.log('RuntimeEffect error', err); }, }; return CanvasKit.RuntimeEffect._MakeForBlender(sksl, callbackObj); }; CanvasKit.RuntimeEffect.prototype.makeShader = function(floats, localMatrix) { // If the uniforms were set in a MallocObj, we don't want the shader to take ownership of // them (and free the memory when the shader is freed). var shouldOwnUniforms = !floats['_ck']; var fptr = copy1dArray(floats, 'HEAPF32'); var localMatrixPtr = copy3x3MatrixToWasm(localMatrix); // Our array has 4 bytes per float, so be sure to account for that before // sending it over the wire. return this._makeShader(fptr, floats.length * 4, shouldOwnUniforms, localMatrixPtr); } // childrenWithShaders is an array of other shaders (e.g. Image.makeShader()) CanvasKit.RuntimeEffect.prototype.makeShaderWithChildren = function(floats, childrenShaders, localMatrix) { // If the uniforms were set in a MallocObj, we don't want the shader to take ownership of // them (and free the memory when the shader is freed). var shouldOwnUniforms = !floats['_ck']; var fptr = copy1dArray(floats, 'HEAPF32'); var localMatrixPtr = copy3x3MatrixToWasm(localMatrix); var barePointers = []; for (var i = 0; i < childrenShaders.length; i++) { // childrenShaders are emscriptens smart pointer type. We want to get the bare pointer // and send that over the wire, so it can be re-wrapped as an sk_sp. barePointers.push(childrenShaders[i].$$.ptr); } var childrenPointers = copy1dArray(barePointers, 'HEAPU32'); // Our array has 4 bytes per float, so be sure to account for that before // sending it over the wire. return this._makeShaderWithChildren(fptr, floats.length * 4, shouldOwnUniforms, childrenPointers, barePointers.length, localMatrixPtr); } CanvasKit.RuntimeEffect.prototype.makeBlender = function(floats) { // If the uniforms were set in a MallocObj, we don't want the shader to take ownership of // them (and free the memory when the blender is freed). var shouldOwnUniforms = !floats['_ck']; var fptr = copy1dArray(floats, 'HEAPF32'); return this._makeBlender(fptr, floats.length * 4, shouldOwnUniforms); } });