Ah, I didn't know you could you interact with the .wasm file canvas kit 
contains, it doesn't seem to contain any .a files.

Do I link it by using "<script src=..." in the hosting .html file and 
interact using EM_ASM? Or is there some way to compile the .wasm file into 
my build?
On Thursday, July 22, 2021 at 12:47:15 PM UTC-6 [email protected] wrote:

> Hi Jeru,
>
> I'd leverage the pre-build CanvasKit WASM package if you can. (
> https://skia.org/docs/user/modules/canvaskit/) Performance outweights SVG 
> and even native Canvas 2D oddly enough. Especially when you can use the 
> instanced rendering as well.
>
> Best,
>
> Corey 
>
> On Thu, Jul 22, 2021 at 2:42 PM Jeru Sanders <[email protected]> wrote:
>
>> I'm trying to get 2d vector rendering working in my custom C++/opengl 
>> engine, I have vector data that I'm parsing from an SWF file.
>>
>> I'm currently drawing it using Skia, but I can't get GPU mode working on 
>> HTML5, publicly available binaries aren't built with gpu mode enabled, and 
>> when I try to build it I get weird artifacts, even in CPU mode.
>>
>> I figured since Canvas was "native" I should just do two render paths, 
>> one Skia on Windows and Canvas in HTML5.
>>
>> The plan was to use EM_ASM to call ctx.lineTo() and such. Then at the end 
>> of each frame call canvas.getImageData() and copy it into HEAP8[ptr], right 
>> now I just get black image data.
>>
>> But it's also extremely slow, it makes me wonder if this is really gonna 
>> work.
>>
>> Does anyone have advice about fast 2d path renderers? Doesn't necessarily 
>> have to be GPU based, but I'm looking to transfer ~1600x900 at 30fps with 
>> MSAA, or some other high quality AA.
>>
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