My stab at rawdraw on wasm. This is based on: https://github.com/zNoctum/wasm-tool and has inspiration from: https://github.com/cnlohr/wasm_integrated
Lots of stuff todo, hopefully this will get rolled into main rawdraw.
TODO notes for now:
- hook up button presses, and mouse input and destroy
- hook up sleep in a more meaningful way maybe?
- Make printf work.
- Make libc work.
- Figure out how to #include math.h
- Come up with guide on how to use this.
Check it out, live: https://cnlohr.github.io/rawdrawwasm/
I wanted to compare the difference beteen an asynchronous and synchronous style. Also, measure the overhead introudced by adding --asyncify
. This is using the canvas 2d methods. Those are being abandoned.
//TEST ON CHROME:
//NOT RASTERIZER
// Async drive: ~7.2ms
// Sync drive: ~6.9ms
//sync w/o asyncify: 7.0ms.
//
//RASTERIZER
//Async: 7.5ms
//Sync: 3.9ms
//Sync w/o asyncify: 3.6ms
//TEST ON FIREFOX:
//Async: 17.3ms
//sync: 13.7ms
//Sync w/o asyncify: 13.3ms
//
//FF without including swap.
//Async: 11.5
//Sync: 11.5ms
//Sync w/o asyncify: 11.2ms
This was something I found convenient for a while...
function wasmloaded(wa)
{
instance = wa;
wasmExports = instance.exports;
instance.exports.main();
}
//If at all possible, we should attempt to load in-thread
//This will make the load not flash.
if( blob.length < 4096 )
{
let mod = new WebAssembly.Module(array);
var wa = new WebAssembly.Instance( mod, imports );
wasmloaded( wa );
}
else
{
WebAssembly.instantiate(array, imports).then( function(wa) { wasmloaded(wa.instance); } );
}