Removing run_tree files

This commit is contained in:
Peter Slattery 2022-10-24 14:13:32 -07:00
parent 203312a80e
commit f7d9a213dc
20 changed files with 1 additions and 727 deletions

2
.gitignore vendored
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@ -14,7 +14,7 @@ sysroot/
*.dSYM
run_tree/data/live_data
run_tree/osx/*
run_tree/win/*
run_tree/win32/*
run_tree/wasm/*
run_tree/webgl/*
run_tree/raspi/*

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@ -1,12 +0,0 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8" />
</head>
<body>
<canvas id="gl_canvas" width="640" height="480"></canvas>
<script type="text/javascript" src="lumenarium_wasm_imports.js"></script>
<script type="text/javascript" src="loader.js"></script>
</body>
</html>

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@ -1,39 +0,0 @@
let module = null;
let instance = null;
async function load_webassembly_module ()
{
lumenarium_wasm_imports = webgl_add_imports("#gl_canvas", lumenarium_wasm_imports);
const path = "lumenarium.wasm";
const promise = fetch(path);
const module = await WebAssembly.compileStreaming(promise);
let memory = new WebAssembly.Memory({ initial: 2 });
const env = {
memory,
...lumenarium_wasm_imports,
};
let table = new WebAssembly.Table({ element: "anyfunc", initial: 32, });
instance = await WebAssembly.instantiate(module, { env })
.then((res, err) => {
return res;
})
.catch((a, b) => {
console.log(a,b);
});
lumenarium_wasm_instance = instance;
// If function '__wasm_call_ctors' (global C++ constructors) exists, call it
if (instance.exports.__wasm_call_ctors) instance.exports.__wasm_call_ctors();
// If function 'main' exists, call it with dummy arguments
let result = 0;
if (instance.exports.main) result = instance.exports.main();
}
window.addEventListener("load", load_webassembly_module)

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@ -1,507 +0,0 @@
var lumenarium_wasm_module = null;
var lumenarium_wasm_instance = null;
var WASM_PAGE_SIZE = 65536;
function wasm_mem_get_u8_arr(inst, ptr, size)
{
let view = new Uint8Array(inst.exports.memory.buffer, ptr, size);
return view;
}
function wasm_read_string(inst, ptr, len)
{
let view = wasm_mem_get_u8_arr(inst, ptr, len);
let string = '';
for (let i = 0; i < len; i++)
{
string += String.fromCharCode(view[i]);
}
return string;
}
function wasm_write_bytes(inst, src, ptr, len)
{
let view = wasm_mem_get_u8_arr(inst, ptr, len);
for (let i = 0; i < len; i++) view[i] = src[i];
}
function wasm_get_proc(inst, proc_ptr)
{
let result = inst.exports.__indirect_function_table.get(proc_ptr);
return result;
}
function fract (v) { return v % 1; }
function u32_to_byte_array_32 (v)
{
let result = [0, 0, 0, 0];
result[0] = (v & 0xff);
result[1] = (((v - result[0]) >> 8 ) & 0xff);
result[2] = (((v - result[1]) >> 16) & 0xff);
result[3] = (((v - result[2]) >> 24) & 0xff);
return result;
}
function byte_array_32_to_u32 (arr)
{
// NOTE(PS): the '>>>' operators in this function deal with the fact
// that bit shift operators convert numbers to s32's. The >>> just
// converts them back to u32s
let r0 = ((arr[0] & 0xff) << 0 );
let r1 = ((arr[1] & 0xff) << 8 );
let r2 = ((arr[2] & 0xff) << 16);
let r3 = (((arr[3] & 0xff) << 24) >>> 0);
let result = (r0 | r1 | r2 | r3) >>> 0;
return result;
}
function put_u32 (ptr, value)
{
let src = u32_to_byte_array_32(value);
wasm_write_bytes(lumenarium_wasm_instance, src, ptr, 4);
}
var lumenarium_wasm_imports = {
memset: (dst, size, value) => {
let view_dst = wasm_mem_get_u8_arr(lumenarium_wasm_instance, dst, size);
for (let i = 0; i < size; i++)
{
view_dst[i] = value;
}
},
memcpy: (dst, src, size) => {
let view_dst = wasm_mem_get_u8_arr(lumenarium_wasm_instance, dst, size);
let view_src = wasm_mem_get_u8_arr(lumenarium_wasm_instance, src, size);
for (let i = 0; i < size; i++)
{
view_dst[i] = view_src[i];
}
},
wasm_assert_always: (file, file_len, line) => {
let file_str = wasm_read_string(lumenarium_wasm_instance, file, file_len);
console.assert(false, "At: " + file_str + "::" + line);
},
wasm_get_memory_size: () => {
return instance.exports.memory.buffer.byteLength;
},
wasm_mem_grow: (new_size) => {
let new_size_ = new_size >>> 0;
let pages = new_size_ / WASM_PAGE_SIZE;
let pages_rem = fract(pages);
if (pages_rem > 0) pages = Math.floor(pages) + 1;
let size_before = lumenarium_wasm_instance.exports.memory.buffer.byteLength;
let old_page_count = lumenarium_wasm_instance.exports.memory.grow(pages);
console.log("mem_grow\n",
"req size: ", new_size_, "\n",
"old size: ", (old_page_count * WASM_PAGE_SIZE), "\n",
"old size: ", size_before, "\n",
"grew by: ", (pages * WASM_PAGE_SIZE), "\n",
"new size: ", lumenarium_wasm_instance.exports.memory.buffer.byteLength, "");
},
malloc: (size) => {
},
free: (base) => {
},
sin: Math.sin,
sinf: Math.sin,
cos: Math.cos,
cosf: Math.cos,
tan: Math.tan,
tanf: Math.tan,
asin: Math.asin,
asinf: Math.asin,
acos: Math.acos,
acosf: Math.acos,
atan: Math.atan,
atanf: Math.atan,
pow: Math.pow,
powf: Math.pow,
fmodf: (f,d) => { return f % d; },
strlen: (ptr) => {
let len = 0;
let len_checked = 0;
let len_to_check = 256;
let found_end = false;
while (true)
{
let string = wasm_mem_get_u8_arr(lumenarium_wasm_instance, ptr, len_checked);
for (let i = len_checked; i < len_to_check; i++)
{
if (string[i] == 0)
{
len = i;
break;
}
}
len_checked *= 2;
}
return len_checked;
},
wasm_platform_file_async_work_on_job: (path, path_len, data, data_size, read, write) => {
},
wasm_performance_now: () => {
return performance.now();
},
wasm_sleep: (milliseconds) => {
let start = Date.now();
for (let at = Date.now(); (at - start) < milliseconds; at = Date.now()) {}
},
wasm_fetch: async (file_path, file_path_len, dest, dest_size) => {
let path = wasm_read_string(lumenarium_wasm_instance, file_path, file_path_len);
fetch(path)
.then(async (res) => {
// TODO(PS): success checking
let reader = res.body.getReader();
let read_res = { done: false };
let view = wasm_mem_get_u8_arr(lumenarium_wasm_instance, dest, dest_size);
let last_write = 0;
while (!read_res.done)
{
read_res = await reader.read();
if (read_res.done) break;
let len = read_res.value.length;
let write_end = last_write + len;
for (let i = last_write; i < write_end; i++)
{
view[i] = read_res.value[i - last_write];
}
last_write = write_end + 1;
}
});
return 0;
},
wasm_request_animation_frame: (cb) => {
let cb_proc = wasm_get_proc(lumenarium_wasm_instance, cb);
window.requestAnimationFrame(cb_proc);
},
print: (str_base, len) => {
let string = wasm_read_string(lumenarium_wasm_instance, str_base, len);
console.log(string);
},
wasm_get_canvas_dim: (w_ptr, h_ptr) => {
const canvas = document.querySelector("#gl_canvas");
let w_view = wasm_mem_get_u8_arr(lumenarium_wasm_instance, w_ptr, 4);
let w = canvas.width;
let wb = u32_to_byte_array_32(w);
for (let i = 0; i < 4; i++) w_view[i] = wb[i];
let h_view = wasm_mem_get_u8_arr(lumenarium_wasm_instance, h_ptr, 4);
let h = canvas.height;
let hb = u32_to_byte_array_32(h);
for (let i = 0; i < 4; i++) h_view[i] = hb[i];
},
};
///////////////////////////////////////
// Web GL Imports
let gl = null;
let gl_error = false;
function glErrorReport(outer_args) {
const err = gl.getError();
if (err == gl.NO_ERROR) return;
gl_error = true;
let msg = "";
switch (err) {
case gl.NO_ERROR: { msg = "NO_ERROR"; } break;
case gl.INVALID_ENUM: { msg = "INVALID_ENUM"; } break;
case gl.INVALID_VALUE: { msg = "INVALID_VALUE"; } break;
case gl.INVALID_OPERATION: { msg = "INVALID_OPERATION"; } break;
case gl.INVALID_FRAMEBUFFER_OPERATION: { msg = "INVALID_FRAMEBUFFER_OPERATION"; } break;
case gl.OUT_OF_MEMORY: { msg = "OUT_OF_MEMORY"; } break;
case gl.CONTEXT_LOST_WEBGL: { msg = "CONTEXT_LOST_WEBGL"; } break;
default: { msg = "Uknown error"; } break;
}
console.error(`WebGL Error: ${msg} ${err}`, outer_args);
}
// NOTE(PS): it seems like its not enough to set
// the values of imports to gl.function
// ie. imports.glClearColor = gl.clearColor
// instead we need to wrap them for some reason.
// Not sure why
function glClearColor (r, g, b, a) { return gl.clearColor(r,g,b,a); }
function glEnable(v) {
const r = gl.enable(v);
glErrorReport(arguments);
return r;
}
function glDisable(v) {
const r = gl.disable(v);
glErrorReport(arguments);
return r;
}
function glBlendFunc(a,b) {
const r = gl.blendFunc(a,b);
glErrorReport(arguments);
return r;
}
function glViewport(xmin, ymin, xmax, ymax) { return gl.viewport(xmin,ymin,xmax,ymax); }
function glDepthFunc(v) {
const r = gl.depthFunc(v);
glErrorReport(arguments);
return r;
}
function glClear(mask) {
const r = gl.clear(mask);
glErrorReport(arguments);
return r;
}
let glBuffers = [];
let glShaders = [];
let glPrograms = [];
let glTextures = [];
function gl_get_managed_resource(arr, id) {
if (id == 0) return null;
return arr[id - 1];
}
function gl_get_buffer(id) { return gl_get_managed_resource(glBuffers, id); }
function gl_get_shader(id) { return gl_get_managed_resource(glShaders, id); }
function gl_get_program(id) { return gl_get_managed_resource(glPrograms, id); }
function gl_get_texture(id) { return gl_get_managed_resource(glTextures, id); }
function glCreateBuffer() {
let buffer = gl.createBuffer();
glErrorReport(arguments);
let new_len = glBuffers.push(buffer);
return new_len;
}
function glBindBuffer(buffer_kind, buffer_id)
{
const r = gl.bindBuffer(buffer_kind, gl_get_buffer(buffer_id));
glErrorReport(arguments);
return r;
}
function glBufferData(target, size, ptr, usage)
{
let data = wasm_mem_get_u8_arr(lumenarium_wasm_instance, ptr, size);
const r = gl.bufferData(target, data, usage);
glErrorReport(arguments);
return r;
}
function glBufferSubData(target, offset, size, ptr)
{
let data = wasm_mem_get_u8_arr(lumenarium_wasm_instance, ptr, size);
const r = gl.bufferSubData(target, offset, data, 0, size);
glErrorReport(arguments);
return r;
}
function glCreateShader(kind)
{
let shader = gl.createShader(kind);
glErrorReport(arguments);
let new_len = glShaders.push(shader);
return new_len;
}
function glShaderSource(shader_id, shader_code, shader_code_len)
{
let str = wasm_read_string(lumenarium_wasm_instance, shader_code, shader_code_len);
const r = gl.shaderSource(gl_get_shader(shader_id), str);
glErrorReport(arguments);
return r;
}
function glCompileShader(shader_id)
{
let s = gl_get_shader(shader_id);
let r = gl.compileShader(s);
glErrorReport(arguments);
let m = gl.getShaderInfoLog(s);
glErrorReport(arguments);
if (m.length > 0)
{
console.error("glCompileShader: \n\n" + m);
}
}
function glCreateProgram()
{
let prog = gl.createProgram();
glErrorReport(arguments);
let new_len = glPrograms.push(prog);
return new_len;
}
function glAttachShader(program, shader)
{
let s = gl_get_shader(shader);
let p = gl_get_program(program);
const r = gl.attachShader(p, s);
glErrorReport(arguments);
return r;
}
function glLinkProgram(program)
{
let p = gl_get_program(program);
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
var info = gl.getProgramInfoLog(p);
console.error("Failed to compile WebGL program. \n\n"+info);
}
}
function glUseProgram(program)
{
let p = gl_get_program(program);
const r = gl.useProgram(p);
glErrorReport(arguments);
return r;
}
function glGetAttribLocation(program, name, name_len)
{
let str = wasm_read_string(lumenarium_wasm_instance, name, name_len);
const r = gl.getAttribLocation(gl_get_program(program), str);
glErrorReport(arguments);
return r;
}
function glVertexAttribPointer(attr, size, type, normalized, stride, pointer)
{
const r = gl.vertexAttribPointer(attr, size, type, normalized, stride, pointer);
glErrorReport(arguments);
return r;
}
function glEnableVertexAttribArray(index)
{
const r = gl.enableVertexAttribArray(index);
glErrorReport(arguments);
return r;
}
function glDrawElements(type, index_count, ele_type, indices)
{
const r = gl.drawElements(type, index_count, ele_type, indices);
glErrorReport(arguments);
return r;
}
function glGenTextures(count, ids_ptr, ids_size)
{
for (let i = 0; i < count; i++)
{
const tex = gl.createTexture();
glErrorReport(arguments);
let new_len = glTextures.push(tex);
put_u32(ids_ptr + (i * 4), new_len);
}
}
function glBindTexture(slot, id)
{
let tex = gl_get_texture(id);
const r = gl.bindTexture(slot, tex);
glErrorReport(arguments);
return r;
}
function glTexParameteri(slot, param, value)
{
const r = gl.texParameteri(slot, param, value);
glErrorReport(arguments);
return r;
}
function glTexImage2D(target, level, internalformat, width, height, border, format, type, data_ptr, data_size)
{
const data = wasm_mem_get_u8_arr(lumenarium_wasm_instance, data_ptr, data_size);
const r = gl.texImage2D(target, level, internalformat, width, height, border, format, type, data);
glErrorReport(arguments);
return r;
}
function glTexSubImage2D(target, level, offsetx, offsety, width, height, format, type, data_ptr, data_size)
{
const data = wasm_mem_get_u8_arr(lumenarium_wasm_instance, data_ptr, data_size);
const r = gl.texSubImage2D(target, level, offsetx, offsety, width, height, format, type, data);
glErrorReport(arguments);
return r;
}
function glGetUniformLocation(program, name, name_len)
{
// TODO(PS): complete
return 0;
}
function glUniformMatrix4fv()
{
// TODO(PS):
}
function webgl_add_imports (canvas_selector, imports) {
const canvas = document.querySelector(canvas_selector);
if (!canvas) return console.error("no canvas");
gl = canvas.getContext("webgl2");
if (gl === null) return console.error("no webgl ctx");
imports.glHadError = () => { return gl_error; };
imports.glClearColor = glClearColor;
imports.glEnable = glEnable;
imports.glDisable = glDisable;
imports.glBlendFunc = glBlendFunc;
imports.glViewport = glViewport;
imports.glDepthFunc = glDepthFunc;
imports.glClear = glClear;
imports.glCreateBuffer = glCreateBuffer;
imports.glBindBuffer = glBindBuffer;
imports.glBufferData = glBufferData;
imports.glBufferSubData = glBufferSubData;
imports.glCreateShader = glCreateShader;
imports.glShaderSource = glShaderSource;
imports.glCompileShader = glCompileShader;
imports.glCreateProgram = glCreateProgram;
imports.glAttachShader = glAttachShader;
imports.glLinkProgram = glLinkProgram;
imports.glUseProgram = glUseProgram;
imports.glGetAttribLocation = glGetAttribLocation;
imports.glVertexAttribPointer = glVertexAttribPointer;
imports.glEnableVertexAttribArray = glEnableVertexAttribArray;
imports.glDrawElements = glDrawElements;
imports.glGenTextures = glGenTextures;
imports.glBindTexture = glBindTexture;
imports.glTexParameteri = glTexParameteri;
imports.glTexImage2D = glTexImage2D;
imports.glTexSubImage2D = glTexSubImage2D;
imports.glBindTexture = glBindTexture;
imports.glGetUniformLocation = glGetUniformLocation;
imports.glUniformMatrix4fv = glUniformMatrix4fv;
return imports;
}

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var lumenarium_wasm_module = null;
var lumenarium_wasm_instance = null;
var WASM_PAGE_SIZE = 65536;
function wasm_mem_get_u8_arr(inst, ptr, size)
{
let view = new Uint8Array(inst.exports.memory.buffer, ptr, size);
return view;
}
function wasm_read_string(inst, ptr, len)
{
let view = wasm_mem_get_u8_arr(inst, ptr, len);
let string = '';
for (let i = 0; i < len; i++)
{
string += String.fromCharCode(view[i]);
}
return string;
}
function wasm_write_bytes(inst, src, ptr, len)
{
let view = wasm_mem_get_u8_arr(inst, ptr, len);
for (let i = 0; i < len; i++) view[i] = src[i];
}
function wasm_get_proc(inst, proc_ptr)
{
let result = inst.exports.__indirect_function_table.get(proc_ptr);
return result;
}
function fract (v) { return v % 1; }
var lumenarium_wasm_imports = {
memset: (dst, size, value) => {
let view_dst = wasm_mem_get_u8_arr(lumenarium_wasm_instance, dst, size);
for (let i = 0; i < size; i++)
{
view_dst[i] = value;
}
},
memcpy: (dst, src, size) => {
let view_dst = wasm_mem_get_u8_arr(lumenarium_wasm_instance, dst, size);
let view_src = wasm_mem_get_u8_arr(lumenarium_wasm_instance, src, size);
for (let i = 0; i < size; i++)
{
view_dst[i] = view_src[i];
}
},
wasm_assert_always: () => {
console.assert(false);
},
wasm_get_memory_size: () => {
return instance.exports.memory.buffer.byteLength;
},
wasm_mem_grow: (new_size) => {
let pages = new_size / WASM_PAGE_SIZE;
let pages_rem = fract(pages);
if (pages_rem > 0) pages = Math.floor(pages) + 1;
let size_before = lumenarium_wasm_instance.exports.memory.buffer.byteLength;
let old_page_count = lumenarium_wasm_instance.exports.memory.grow(pages);
console.log("mem_grow\n",
"req size: ", new_size, "\n",
"old size: ", (old_page_count * WASM_PAGE_SIZE), "\n",
"old size: ", size_before, "\n",
"grew by: ", (pages * WASM_PAGE_SIZE), "\n",
"new size: ", lumenarium_wasm_instance.exports.memory.buffer.byteLength, "");
},
wasm_performance_now: () => {
return performance.now();
},
wasm_sleep: (milliseconds) => {
let start = Date.now();
for (let at = Date.now(); (at - start) < milliseconds; at = Date.now()) {}
},
wasm_fetch: async (file_path, file_path_len, dest, dest_size) => {
let path = wasm_read_string(lumenarium_wasm_instance, file_path, file_path_len);
fetch(path)
.then(async (res) => {
// TODO(PS): success checking
let reader = res.body.getReader();
let read_res = { done: false };
let view = wasm_mem_get_u8_arr(lumenarium_wasm_instance, dest, dest_size);
let last_write = 0;
while (!read_res.done)
{
read_res = await reader.read();
if (read_res.done) break;
let len = read_res.value.length;
let write_end = last_write + len;
for (let i = last_write; i < write_end; i++)
{
view[i] = read_res.value[i - last_write];
}
last_write = write_end + 1;
}
});
return 0;
},
wasm_request_animation_frame: (cb) => {
let cb_proc = wasm_get_proc(lumenarium_wasm_instance, cb);
window.requestAnimationFrame(cb_proc);
},
print: (str_base, len) => {
let string = wasm_read_string(lumenarium_wasm_instance, str_base, len);
console.log(string);
},
};
let gl = null;
function glClearColor (r, g, b, a) { gl.clearColor(r,g,b,a); }
function glEnable(v) { gl.enable(v); }
function glDisable(v) { gl.disable(v); }
function glBlendFunc(a,b) { gl.blendFunc(a,b); }
function glViewport(xmin, ymin, xmax, ymax) { gl.viewport(xmin,ymin,xmax,ymax); }
function glDepthFunc(v) { gl.depthFunc(v); }
function glClear(mask) { gl.clear(mask); }
function webgl_add_imports (canvas_selector, imports) {
const canvas = document.querySelector(canvas_selector);
if (!canvas) return console.error("no canvas");
gl = canvas.getContext("webgl");
if (gl === null) return console.error("no webgl ctx");
///////////////////////////////////////
// Constants
imports.GL_TEXTURE_2D = gl.TEXTURE_2D;
imports.GL_BLEND = gl.BLEND;
imports.GL_SRC_ALPHA = gl.SRC_ALPHA;
imports.GL_ONE_MINUS_SRC_ALPHA = gl.ONE_MINUS_SRC_ALPHA;
imports.GL_DEPTH_TEST = gl.DEPTH_TEST;
imports.GL_LESS = gl.LESS;
imports.GL_COLOR_BUFFER_BIT = gl.COLOR_BUFFER_BIT;
imports.GL_DEPTH_BUFFER_BIT = gl.DEPTH_BUFFER_BIT;
///////////////////////////////////////
// Functions
imports.glClearColor = glClearColor;
imports.glEnable = glEnable;
imports.glDisable = glDisable;
imports.glBlendFunc = glBlendFunc;
imports.glViewport = glViewport;
imports.glDepthFunc = glDepthFunc;
imports.glClear = glClear;
return imports;
}

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OpenGL Version: 3.3.0 - Build 27.20.100.9778

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