I added an option now to do

#include x.js

in files like library_sdl.js, so you can include another file from src/.
Note though that you will need to manually include that file to
proxyClient.js, since that file is handled only be emcc.

- Alon



On Thu, Jan 2, 2014 at 4:00 PM, Richard Janicek <[email protected]> wrote:

> Hi Alon,
>
> I am exploring the audio proxy options you suggested. First I tried to
> create shims for the Browser Audio classes. This approach was not practical
> for these reasons:
>     * A large API needs to be proxied, lots of different Classes some vary
> by browser.
>     * Managing all the audio object proxies (createBufferSource,
> createBuffer) is complicated.
>     * Need to track references to proxied objects.
>     * Determining when to free objects can be difficult. Objects can have
> references to each other.
>     * `postMessage` communication would be chatty.
>
> Next I am trying to modify the C level calls, this seems more promising.
> You mentioned to replace MIX_* calls, however my application only uses
> the SDL_*Audio functions so I am working on those. I am planning on copying
> some parts of the SDL_*Audio functions to the proxyClient. This means there
> will be some duplicated code. I would prefer to avoid this if possible.
>
> My question: Is there a way to "include" a js file inside both
> library_sdl.js and proxyClient.js? This way I could isolate the shared code
> in one place and use it in both client and worker.
>
> Thank you!
>
> ~Richard Janicek
>
> On Monday, December 30, 2013 12:28:02 AM UTC-5, azakai wrote:
>
>> Ok, the main code is in src/proxy*.js. You can see how basic canvas
>> operations are forwarded there.
>>
>> The proxying there listens to DOM events and sends them over. For SDL
>> audio, there are a few options and I am not sure which is best. One is to
>> proxy at the C level - replace MIX_* calls in the worker with functions
>> that proxy over. Or, another is to proxy at the HTML Audio object, replace
>> it with a shim that proxies. First step is to look at both of those
>> options, I think.
>>
>> - Alon
>>
>>
>>
>> On Sun, Dec 29, 2013 at 6:53 PM, Richard Janicek <[email protected]> wrote:
>>
>>> Any guidelines you could provide would be much appreciated. I will
>>> attempt to implement.
>>>
>>>
>>>
>>> On Sun, Dec 29, 2013 at 9:30 PM, Alon Zakai <[email protected]> wrote:
>>>
>>>> Yes, audio is possible as well. I don't have plans to work on this
>>>> myself but happy to give guidelines if anyone else wants to.
>>>>
>>>> - Alon
>>>>
>>>>
>>>>
>>>> On Sun, Dec 29, 2013 at 4:54 PM, Richard Janicek <[email protected]>wrote:
>>>>
>>>>> Hello,
>>>>>
>>>>> I am testing --proxy-to-worker with VICE.js. Looks like it's getting
>>>>> +10% performance boost on Chrome. Very nice.
>>>>>
>>>>> Would it be possible to also proxy SDL audio?
>>>>>
>>>>> Best regards,
>>>>> ~Richard Janicek
>>>>>
>>>>> On Saturday, September 14, 2013 12:37:21 AM UTC-4, azakai wrote:
>>>>>
>>>>>> Close to that, yes. SDL_Delay can be implemented as a busy-wait both
>>>>>> on the main thread and in workers, but on the main thread _it blocks
>>>>>> rendering_. On workers, it just blocks event handling; the worker can 
>>>>>> still
>>>>>> send out paint events.
>>>>>>
>>>>>> This actually happens in Doom, it does screen wipe effects
>>>>>> synchronously. Those are not shown when running on the main thread, 
>>>>>> because
>>>>>> nothing renders until the event loop is exited. But when running in a
>>>>>> worker, they are shown perfectly. Input events can't be handled during 
>>>>>> that
>>>>>> time, but in that case it doesn't matter - this might be a problem in 
>>>>>> other
>>>>>> ones.
>>>>>>
>>>>>> I see it refresh the canvas very quickly, and this is without much
>>>>>> optimization (no typed array transfers, for example). No reason it can't 
>>>>>> be
>>>>>> 60fps.
>>>>>>
>>>>>> - Alon
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Fri, Sep 13, 2013 at 6:34 PM, Richard Janicek <[email protected]>wrote:
>>>>>>
>>>>>>>  Oh wow, I think this may work for my app. Does this mean it is
>>>>>>> possible to allow synchronous blocking flow control in the worker thread
>>>>>>> (SDL_Delay) ? How fast can it refresh the canvas, is 60 fps possible?
>>>>>>>
>>>>>>> Thank you very much for this!
>>>>>>>
>>>>>>> § Richard Janicek <http://janicek.co> ¦ mappur <http://mappur.com>
>>>>>>>  ¦ player <http://player.janicek.co/#player> ¦ 
>>>>>>> clock2d<http://www.clock2d.com/>
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Sep 13, 2013 at 8:47 PM, Alon Zakai <[email protected]>wrote:
>>>>>>>
>>>>>>>>  If you use HTML canvas commands like lines, shapes, fills, etc.,
>>>>>>>> all those need a 2D canvas context, and do not work in workers (yet). 
>>>>>>>> Right
>>>>>>>> now what works is if all you do is render pixels to a buffer and do
>>>>>>>> SDL_UnlockSurface to push them to the screen.
>>>>>>>>
>>>>>>>> But this is temporary, there is spec work going on to get canvas
>>>>>>>> and WebGL to workers, it will happen eventually, see e.g.
>>>>>>>>
>>>>>>>> https://bugzilla.mozilla.org/show_bug.cgi?id=801176
>>>>>>>>
>>>>>>>> - Alon
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Fri, Sep 13, 2013 at 5:44 PM, Richard Janicek 
>>>>>>>> <[email protected]>wrote:
>>>>>>>>
>>>>>>>>> What do you mean by "software renderer" ? My app 
>>>>>>>>> (VICE.js<http://vice.janicek.co/>)
>>>>>>>>> renders frames to HTML canvas, does this mean I can't take advantage 
>>>>>>>>> of
>>>>>>>>> this new technique?
>>>>>>>>>
>>>>>>>>> Thank you,
>>>>>>>>>
>>>>>>>>> § Richard Janicek <http://janicek.co> ¦ mappur <http://mappur.com>
>>>>>>>>>  ¦ clock2d <http://www.clock2d.com/>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Fri, Sep 13, 2013 at 7:49 PM, Alon Zakai <[email protected]>wrote:
>>>>>>>>>
>>>>>>>>>> 1. Proxing to/from a worker. With
>>>>>>>>>>
>>>>>>>>>> emcc --proxy-to-worker
>>>>>>>>>>
>>>>>>>>>> the compiler will generate html and js files, where the html is a
>>>>>>>>>> small shim that just proxies events to the js, which runs in a 
>>>>>>>>>> worker, and
>>>>>>>>>> the js sends back the SDL screen which the html then renders. So 
>>>>>>>>>> basically
>>>>>>>>>> this lets you run simple SDL apps in a worker, which is usually good 
>>>>>>>>>> for
>>>>>>>>>> performance (doing less on the main thread).
>>>>>>>>>>
>>>>>>>>>> This just supports code that does not use HTML canvas or WebGL,
>>>>>>>>>> because those don't run in workers in browsers (yet). So it will 
>>>>>>>>>> work right
>>>>>>>>>> now for a software renderer, for example. I've tested this on Doom.
>>>>>>>>>>
>>>>>>>>>> 2. emscripten_async_load_script (see emscripten.h)
>>>>>>>>>>
>>>>>>>>>> This loads a url into a newly-created HTML script element. This
>>>>>>>>>> is the most efficient way to load a new large amount of code into 
>>>>>>>>>> your app
>>>>>>>>>> (emscripten_run_script converts binary to text, then evals, which is
>>>>>>>>>> worse). It also integrates with the run dependencies system, which 
>>>>>>>>>> means
>>>>>>>>>> that you can generate code to preload some files using the file 
>>>>>>>>>> packager,
>>>>>>>>>> and emscripten_async_load_script of that will asynchronously load the
>>>>>>>>>> script as well as fetch the file data and prepare it; the callback 
>>>>>>>>>> will
>>>>>>>>>> happen when all the data is ready. This can be used e.g. to load the 
>>>>>>>>>> next
>>>>>>>>>> level in your game, at the right time, and in general it can make it 
>>>>>>>>>> easier
>>>>>>>>>> to avoid preloading everything at the beginning, which can cause a
>>>>>>>>>> noticeable pause.
>>>>>>>>>>
>>>>>>>>>> - Alon
>>>>>>>>>>
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