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); }; CanvasKit.RuntimeEffect.prototype.makeShader = function(floats, isOpaque, localMatrix) { // We don't need to free these floats because they will become owned by the shader. 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, !!isOpaque, localMatrixPtr); } // childrenWithShaders is an array of other shaders (e.g. Image.makeShader()) CanvasKit.RuntimeEffect.prototype.makeShaderWithChildren = function(floats, isOpaque, childrenShaders, localMatrix) { // We don't need to free these floats because they will become owned by the shader. 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, !!isOpaque, childrenPointers, barePointers.length, localMatrixPtr); } });