mirror of https://github.com/axmolengine/axmol.git
Get async image loading building with -O2 and asm.js
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872be8e964
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@ -139,9 +139,6 @@ CCEGLView::CCEGLView()
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glutMouseFunc(&mouseCB);
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glutMotionFunc(&motionCB);
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glutPassiveMotionFunc(&motionCB);
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// Setup a JS namespace for all cocos2dx helper functions.
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emscripten_run_script("Module.cocos2dx = { classes: {}, objects: {} };");
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}
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CCEGLView::~CCEGLView()
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@ -59,11 +59,6 @@ void CCTextureCacheEmscripten_addImageAsyncCallBack(CCTextureCacheEmscripten *tc
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*/
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CCTextureCacheEmscripten::CCTextureCacheEmscripten()
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{
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const char *js =
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# include "CCTextureCacheEmscripten.js"
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;
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emscripten_run_script(js);
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// Add dummy references to these functions so that the compiler will emit
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// code for them prior to this point (which is before when we will call
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// them.
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@ -84,7 +79,6 @@ CCTextureCacheEmscripten::CCTextureCacheEmscripten()
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CCTextureCacheEmscripten::~CCTextureCacheEmscripten()
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{
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cocos2dx_shutdownAsyncImageLoader();
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emscripten_run_script("Module.cocos2dx.AsyncImageLoader = null;");
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}
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/**
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@ -22,26 +22,43 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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MULTILINE(
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// Class declarations.
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// Non-namespaced facade over underlying objects. See above methods for
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// documentation. These methods serve two purposes:
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//
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// 1. convert types to/from JS equivalents.
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// 2. expose a "C-like" interface, such that the symbols are easy to find
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// for calling code (Emscripten provides no easy way to access nested
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// dictionaries).
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//
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// Note that the leading '_' is because Emscripten prefixes all function
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// calls like this. Since this code is being injected at runtime,
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// Emscripten's compiler doesn't have a chance to add it for us.
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var LibraryCocosHelper = {
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$cocos2dx__deps: [ '_CCTextureCacheEmscripten_preMultiplyImageRegion' ],
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$cocos2dx: {
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objects: {},
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classes: {
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// AsyncOperationQueue -- simple worker queue. Note that all functions
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// passed in should effectively be "static", and have all requisite
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// information contained in their args object.
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Module.cocos2dx.classes.AsyncOperationQueue = function()
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AsyncOperationQueue: function()
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{
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this.ops = [];
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this.timeoutId = null;
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// Target using 2/3 of available CPU for texture loading.
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this.sliceBudget = 8;
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this.sliceInterval = 2 * this.sliceBudget;
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};
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this.sliceInterval = 4;
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/**
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* If there is a valid scheduled queue consumer, cancel it. Won't cancel
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* currently executing operations (as this is not multi-threaded), but will
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* prevent future execution from happening until it is re-scheduled.
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*/
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Module.cocos2dx.classes.AsyncOperationQueue.prototype.unschedule = function(interval)
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this.unschedule = function(interval)
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{
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if(typeof this.timeoutId == "number")
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{
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@ -53,7 +70,7 @@ MULTILINE(
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/**
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* Schedule the queue-processor to run @interval ms in the future.
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*/
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Module.cocos2dx.classes.AsyncOperationQueue.prototype.schedule = function(interval)
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this.schedule = function(interval)
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{
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this.unschedule();
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@ -71,7 +88,7 @@ MULTILINE(
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* are guaranteed to be run in the order in which they are enqueued, but no
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* guarantee is given about when or in what context they will be executed.
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*/
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Module.cocos2dx.classes.AsyncOperationQueue.prototype.enqueue = function(fn, args)
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this.enqueue = function(fn, args)
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{
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var op = {
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fn: fn,
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@ -91,7 +108,7 @@ MULTILINE(
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* schedule it to run at some point after the next frame has been
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* requested, whilst still maintaining maximum bandwidth.
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*/
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Module.cocos2dx.classes.AsyncOperationQueue.prototype.run = function()
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this.run = function()
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{
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if(this.ops.length === 0)
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{
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@ -116,24 +133,21 @@ MULTILINE(
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/**
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* Unschedule any remaining operations in the queue.
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*/
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Module.cocos2dx.classes.AsyncOperationQueue.prototype.shutdown = function()
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this.shutdown = function()
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{
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this.unschedule();
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this.ops = [];
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};
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},
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// AsyncImageLoader
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/**
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* Construct a new AsyncImageLoader object. @cxxTextureCache should be a
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* pointer to a valid CCTextureCacheEmscripten object in C++.
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* @deps__ignored is ignored, but is accepted so that we can communicate to
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* the compiler what functions we need to ensure are ready by the time this
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* class gets instantiated.
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*/
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Module.cocos2dx.classes.AsyncImageLoader = function(cxxTextureCache)
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AsyncImageLoader: function(cxxTextureCache)
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{
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this.cxxTextureCache = cxxTextureCache;
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this.operationQueue = new Module.cocos2dx.classes.AsyncOperationQueue();
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this.operationQueue = new cocos2dx.classes.AsyncOperationQueue();
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// Since there will only ever be one image being processed at a time,
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// we pre-initialize a canvas object and use it for all operations so
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@ -143,14 +157,12 @@ MULTILINE(
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this.ctx = this.canvas.getContext('2d');
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this.regionSize = 128;
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};
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/**
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* "Private" and "static" method to copy an input image to a given
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* rectangle in the output image. Used by @loadImage.
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*/
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Module.cocos2dx.classes.AsyncImageLoader.prototype._blitAndPremultipyRegion = function(args)
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this._blitAndPremultipyRegion = function(args)
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{
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// Calculate width and height for this region such that we
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// do not run off the edge of the image.
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@ -178,7 +190,7 @@ MULTILINE(
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* spread out over several frames such that disruptions to frame rate are
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* minimized.
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*/
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Module.cocos2dx.classes.AsyncImageLoader.prototype.loadImage = function(path, asyncData)
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this.loadImage = function(path, asyncData)
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{
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var img = new Image();
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var that = this;
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@ -238,45 +250,40 @@ MULTILINE(
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/**
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* Shutdown this image loader object. Used by destructor in cocos2dx.
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*/
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Module.cocos2dx.classes.AsyncImageLoader.prototype.shutdown = function()
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this.shutdown = function()
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{
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this.operationQueue.shutdown();
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};
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// Non-namespaced facade over underlying objects. See above methods for
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// documentation. These methods serve two purposes:
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//
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// 1. convert types to/from JS equivalents.
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// 2. expose a "C-like" interface, such that the symbols are easy to find
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// for calling code (Emscripten provides no easy way to access nested
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// dictionaries).
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//
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// Note that the leading '_' is because Emscripten prefixes all function
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// calls like this. Since this code is being injected at runtime,
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// Emscripten's compiler doesn't have a chance to add it for us.
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}
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}
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},
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/*
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* Construct a new AsyncImageLoader object. Held as a singleton, referred
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* to in other wrapper methods here.
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* @deps__ignored is ignored, but is accepted so that we can communicate to
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* the compiler what functions we need to ensure are ready by the time this
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* class gets instantiated.
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*/
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_cocos2dx_newAsyncImageLoader = function(cxxTextureCache, deps__ignored)
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cocos2dx_newAsyncImageLoader: function(cxxTextureCache, deps__ignored)
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{
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Module.cocos2dx.objects.asyncImageLoader = new Module.cocos2dx.classes.AsyncImageLoader(cxxTextureCache);
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};
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cocos2dx.objects.asyncImageLoader = new cocos2dx.classes.AsyncImageLoader(cxxTextureCache);
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},
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/**
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* Shutdown the current image loader object. Used by the cocos2dx
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* destructor method.
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*/
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_cocos2dx_shutdownAsyncImageLoader = function()
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cocos2dx_shutdownAsyncImageLoader: function()
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{
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Module.cocos2dx.objects.asyncImageLoader.shutdown();
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Module.cocos2dx.objects.asyncImageLoader = null;
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};
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cocos2dx.objects.asyncImageLoader.shutdown();
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cocos2dx.objects.asyncImageLoader = null;
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},
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/**
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* Load a new image asynchronously.
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*/
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_cocos2dx_asyncImageLoader_LoadImage = function(path, asyncData)
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cocos2dx_asyncImageLoader_LoadImage: function(path, asyncData)
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{
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var opArgs = {
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path: Pointer_stringify(path),
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@ -284,8 +291,12 @@ MULTILINE(
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};
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var op = function(args)
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{
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Module.cocos2dx.objects.asyncImageLoader.loadImage(args.path, args.data);
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cocos2dx.objects.asyncImageLoader.loadImage(args.path, args.data);
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};
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Module.cocos2dx.objects.asyncImageLoader.operationQueue.enqueue(op, opArgs);
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cocos2dx.objects.asyncImageLoader.operationQueue.enqueue(op, opArgs);
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}
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};
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)
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autoAddDeps(LibraryCocosHelper, '$cocos2dx');
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mergeInto(LibraryManager.library, LibraryCocosHelper);
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@ -13,12 +13,21 @@ OBJ_DIR ?= obj
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EMSCRIPTEN_ROOT := $(realpath $(COCOS_ROOT)/external/emscripten)
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PACKAGER := $(EMSCRIPTEN_ROOT)/tools/file_packager.py
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AR := EMSCRIPTEN=$(EMSCRIPTEN_ROOT) $(COCOS_ROOT)/external/emscripten/emar
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ARFLAGS = cr
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CC := EMSCRIPTEN=$(EMSCRIPTEN_ROOT) $(COCOS_ROOT)/external/emscripten/emcc
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CXX := EMSCRIPTEN=$(EMSCRIPTEN_ROOT) $(COCOS_ROOT)/external/emscripten/em++
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AR := EMSCRIPTEN=$(EMSCRIPTEN_ROOT) $(COCOS_ROOT)/external/emscripten/emar
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CCFLAGS += -MMD -Wall -fPIC -Qunused-arguments -Wno-overloaded-virtual -Qunused-variable -s TOTAL_MEMORY=268435456 -s VERBOSE=1 -U__native_client__
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CXXFLAGS += -MMD -Wall -fPIC -Qunused-arguments -Wno-overloaded-virtual -Qunused-variable -s TOTAL_MEMORY=268435456 -s VERBOSE=1 -U__native_client__
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ARFLAGS = cr
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# XXX: Not entirely sure why main, malloc and free need to be explicitly listed
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# here, but after adding a --js-library library, these symbols seem to get
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# stripped unless enumerated here.
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EXPORTED_FLAGS := -s EXPORTED_FUNCTIONS="['_CCTextureCacheEmscripten_addImageAsyncCallBack','_CCTextureCacheEmscripten_preMultiplyImageRegion','_malloc','_free','_main']"
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JSLIBS := --js-library $(COCOS_SRC)/platform/emscripten/CCTextureCacheEmscripten.js
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CCFLAGS += -MMD -Wall -fPIC -Qunused-arguments -Wno-overloaded-virtual -Qunused-variable -s TOTAL_MEMORY=268435456 -s VERBOSE=1 -U__native_client__ $(EXPORTED_FLAGS) $(JSLIBS)
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CXXFLAGS += -MMD -Wall -fPIC -Qunused-arguments -Wno-overloaded-virtual -Qunused-variable -s TOTAL_MEMORY=268435456 -s VERBOSE=1 -U__native_client__ $(EXPORTED_FLAGS) $(JSLIBS)
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LIB_DIR = $(COCOS_SRC)/lib/emscripten
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BIN_DIR = bin
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# Async image loading code incompatible with asm.js for now. Disable until
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# we've had time to investigate. --closure 0 so that symbols don't get mangled,
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# rendering them inaccessible from JS code.
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CCFLAGS += -O2 --jcache -s GL_UNSAFE_OPTS=0 -s ASM_JS=0 --closure 0
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CXXFLAGS += -O2 --jcache -s GL_UNSAFE_OPTS=0 -s ASM_JS=0 --closure 0
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CCFLAGS += -O2 --jcache -s GL_UNSAFE_OPTS=0 -s ASM_JS=1
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CXXFLAGS += -O2 --jcache -s GL_UNSAFE_OPTS=0 -s ASM_JS=1
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DEFINES += -DNDEBUG -DCP_USE_DOUBLES=0
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OBJ_DIR := $(OBJ_DIR)/release
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LIB_DIR := $(LIB_DIR)/release
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