Yes, with a minimal testcase.

- Alon



On Sun, Jan 5, 2014 at 3:55 PM, Richard Janicek <[email protected]> wrote:

> Hi Alon,
>
> `#if` pre-processor command inside `#include x.js` is not working. Should
> I file a bug?
>
> Thanks,
>
> § Richard Janicek <http://janicek.co>
>
>
> On Thu, Jan 2, 2014 at 8:39 PM, Alon Zakai <[email protected]> wrote:
>
>> 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
>>>>>>>>>>>>
>>>>>>>>>>>>  --
>>>>>>>>>>>> You received this message because you are subscribed to the
>>>>>>>>>>>> Google Groups "emscripten-discuss" group.
>>>>>>>>>>>> To unsubscribe from this group and stop receiving emails from
>>>>>>>>>>>> it, send an email to emscripten-discuss+unsubscribe
>>>>>>>>>>>> @googlegroups.com.
>>>>>>>>>>>> For more options, visit https://groups.google.com/grou
>>>>>>>>>>>> ps/opt_out.
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>  --
>>>>>>>>>>> You received this message because you are subscribed to the
>>>>>>>>>>> Google Groups "emscripten-discuss" group.
>>>>>>>>>>> To unsubscribe from this group and stop receiving emails from
>>>>>>>>>>> it, send an email to emscripten-discuss+unsubscribe
>>>>>>>>>>> @googlegroups.com.
>>>>>>>>>>> For more options, visit https://groups.google.com/groups/opt_out
>>>>>>>>>>> .
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>  --
>>>>>>>>>> You received this message because you are subscribed to the
>>>>>>>>>> Google Groups "emscripten-discuss" group.
>>>>>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>>>>>> send an email to [email protected].
>>>>>>>>>> For more options, visit https://groups.google.com/groups/opt_out.
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>  --
>>>>>>>>> You received this message because you are subscribed to the Google
>>>>>>>>> Groups "emscripten-discuss" group.
>>>>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>>>>> send an email to [email protected].
>>>>>>>>> For more options, visit https://groups.google.com/groups/opt_out.
>>>>>>>>>
>>>>>>>>
>>>>>>>>  --
>>>>>>> You received this message because you are subscribed to the Google
>>>>>>> Groups "emscripten-discuss" group.
>>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>>> send an email to [email protected].
>>>>>>> For more options, visit https://groups.google.com/groups/opt_out.
>>>>>>>
>>>>>>
>>>>>>  --
>>>>>> You received this message because you are subscribed to the Google
>>>>>> Groups "emscripten-discuss" group.
>>>>>> To unsubscribe from this group and stop receiving emails from it,
>>>>>> send an email to [email protected].
>>>>>> For more options, visit https://groups.google.com/groups/opt_out.
>>>>>>
>>>>>
>>>>>  --
>>>>> You received this message because you are subscribed to the Google
>>>>> Groups "emscripten-discuss" group.
>>>>> To unsubscribe from this group and stop receiving emails from it, send
>>>>> an email to [email protected].
>>>>> For more options, visit https://groups.google.com/groups/opt_out.
>>>>>
>>>>
>>>>  --
>>> You received this message because you are subscribed to the Google
>>> Groups "emscripten-discuss" group.
>>> To unsubscribe from this group and stop receiving emails from it, send
>>> an email to [email protected].
>>> For more options, visit https://groups.google.com/groups/opt_out.
>>>
>>
>>  --
>> You received this message because you are subscribed to the Google Groups
>> "emscripten-discuss" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to [email protected].
>> For more options, visit https://groups.google.com/groups/opt_out.
>>
>
>  --
> You received this message because you are subscribed to the Google Groups
> "emscripten-discuss" group.
> To unsubscribe from this group and stop receiving emails from it, send an
> email to [email protected].
> For more options, visit https://groups.google.com/groups/opt_out.
>

-- 
You received this message because you are subscribed to the Google Groups 
"emscripten-discuss" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to [email protected].
For more options, visit https://groups.google.com/groups/opt_out.

Reply via email to