taisei/src/meson.build

331 lines
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Meson
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2017-12-31 00:34:02 +01:00
version_deps += custom_target('version information',
command : [preprocess_command, '@INPUT@', '@OUTPUT@'],
build_always : true,
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input : 'version_auto.c.in',
output : 'version_auto.c',
)
if host_machine.system() == 'windows'
winmod = import('windows')
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rcpath = join_paths(meson.current_build_dir(), 'taisei.rc')
icons_dir = join_paths(meson.source_root(), 'misc', 'icons')
icon_main = join_paths(icons_dir, 'taisei.ico')
icon_replay = join_paths(icons_dir, 'taisei-replay.ico')
manifest = join_paths(meson.current_source_dir(), 'taisei.manifest')
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rcdefs = [
'-DICON_MAIN=@0@'.format(icon_main),
'-DICON_REPLAY=@0@'.format(icon_replay),
'-DMANIFEST=@0@'.format(manifest),
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]
if is_debug_build
2017-12-20 13:33:20 +01:00
rcdefs += ['-DBUILDTYPE_DEFINE=#define DEBUG_BUILD']
else
rcdefs += ['-DBUILDTYPE_DEFINE=#define RELEASE_BUILD']
endif
OpenGL ES 3.0 rendering backend (#148) * First steps towards shader transpilation Needs to be manually enabled via -Dshader_transpiler=true. Requires shaderc. https://github.com/google/shaderc Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross currently does not have an official C API, and crossc is too minimal to be useful. The current plan is to extend crossc and vendor it, while also sending PRs upstream. * Integrate crossc; shader transpilation for GLES now works * fix leak * gles30 backend now playable on Mesa with 3.2 context Some rendering issues are present. Identified so far: - Marisa's lasers are invisible - Death effect looks wrong Also, a small pixmap manipulation library has been written, and the texture uploading API redesigned around it. * fix marisa lasers in GLES (uniform name clashed with builtin) * fix player death effect in GLES (another name clash) * Dump ANGLE's translated shader code in debug log * fix screenshots * Drop support for triangle fans, switch to strips Fans offer no advantage over strips, and they've been removed in D3D10+, so ANGLE has to emulate them. * crude workaround for an ANGLE bug * Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug) * fix race condition in shaderc initialization * New SDL_RWops interface for vertex buffers * Optimize VBO streaming via buffering updates Measurable performance improvement even with the main gl33 renderer, drastic improvement with ANGLE. * Fix the depth texture binding problem under ANGLE Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal formats are not supported in GLES 2.0 anyway, so not using them is probably a good idea. * fix GLES2.0 segfault (the backend still doesn't work, though) * dump GL extensions at info log level, not debug * get around a Mesa bug; more correct texture format table for GLES2 * Correct GLES3 texture format table according to the spec Not a Mesa bug after all * require crossc>=1.5.0, fallback to subproject * Request at least 8bit per color channel in GL backends * Forbid lto for static windows builds with shader_transpiler=true * fix edge case segfault * Add basic ANGLE bundling support to the build system Windows only, and no NSIS support yet * Fix various windows-related build system and installer brokenness * Disable gles backends by default * update documentation
2018-10-02 00:36:10 +02:00
# https://github.com/mesonbuild/meson/issues/4301
rc_target = custom_target('windows-resource',
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command : [preprocess_command, rcdefs, '@INPUT@', '@OUTPUT@'],
build_always : true,
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input : 'taisei.rc.in',
output : 'taisei.rc',
)
version_deps += winmod.compile_resources(
rc_target,
depend_files : files(
'taisei.manifest',
icon_main,
icon_replay,
)
)
# msvcrt is dumb and only supports up to c89.
# with this defined, alternative implementations from mingw for e.g. the
# printf family of functions will be used, which conform to c11.
config.set('__USE_MINGW_ANSI_STDIO', 1)
endif
use_intel_intrin = get_option('intel_intrin') and cc.links('''
#include <immintrin.h>
__attribute__((target("sse4.2")))
int main(int argc, char **argv) {
return _mm_crc32_u8(argc, 42);
}
''', name : 'SSE 4.2 intrinsics test')
taisei_src = files(
'aniplayer.c',
'boss.c',
'cli.c',
'color.c',
'color.c',
'config.c',
'credits.c',
'dialog.c',
'difficulty.c',
'ending.c',
'enemy.c',
'entity.c',
'events.c',
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'framerate.c',
'gamepad.c',
'global.c',
'hashtable.c',
'hirestime.c',
'item.c',
'laser.c',
'list.c',
'log.c',
'main.c',
'player.c',
'plrmodes.c',
'progress.c',
'projectile.c',
'projectile_prototypes.c',
'random.c',
'refs.c',
'replay.c',
'stage.c',
'stagedraw.c',
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'stageobjects.c',
'stagetext.c',
'stageutils.c',
'taskmanager.c',
'transition.c',
'version.c',
'video.c',
'video_postprocess.c',
)
if get_option('objpools')
taisei_src += files(
'objectpool.c',
)
else
taisei_src += files(
'objectpool_fake.c',
)
endif
if host_machine.system() == 'nx'
taisei_src += files(
'arch_switch.c',
)
endif
sse42_src = []
subdir('audio')
subdir('dialog')
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
subdir('eventloop')
subdir('menu')
subdir('plrmodes')
subdir('renderer')
subdir('resource')
subdir('rwops')
subdir('stages')
subdir('util')
subdir('vfs')
if use_intel_intrin
sse42_lib = static_library(
'taisei_sse42',
sse42_src,
c_args : taisei_c_args + ['-msse4.2'],
install : false
)
sse42_dep = declare_dependency(link_with: sse42_lib)
taisei_deps += sse42_dep
config.set('TAISEI_BUILDCONF_USE_SSE42', true)
message('SSE 4.2 intrinsics will be used')
elif get_option('intel_intrin')
config.set('TAISEI_BUILDCONF_USE_SSE42', false)
warning('SSE 4.2 intrinsics can not be used')
endif
configure_file(configuration : config, output : 'build_config.h')
taisei_src += [
audio_src,
dialog_src,
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
eventloop_src,
menu_src,
plrmodes_src,
renderer_src,
resource_src,
rwops_src,
stages_src,
util_src,
vfs_src,
]
taisei_deps += [
audio_deps,
renderer_deps,
util_deps,
]
if taisei_deps.contains(dep_opusfile)
taisei_src += util_opus_src
endif
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
taisei_basename = (macos_app_bundle ? 'Taisei' : 'taisei')
if host_machine.system() == 'emscripten'
if get_option('b_staticpic')
warning('b_staticpic is not compatible with the LLVM WebAssembly backend')
endif
em_debug = is_debug_build
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
em_link_outputs = []
em_link_output_suffixes = ['html', 'wasm', 'js'] # first element is significant
em_data_dir = config.get_unquoted('TAISEI_BUILDCONF_DATA_PATH')
em_link_args = [
'-O@0@'.format(get_option('optimization')),
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
'-s', 'ALLOW_MEMORY_GROWTH=1',
'-s', 'ENVIRONMENT=web',
'-s', 'EXIT_RUNTIME=0',
2019-12-18 14:33:36 +01:00
'-s', 'EXTRA_EXPORTED_RUNTIME_METHODS=["ccall"]',
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
'-s', 'EXPORT_NAME=Taisei',
'-s', 'FILESYSTEM=1',
'-s', 'FORCE_FILESYSTEM=1',
'-s', 'GL_POOL_TEMP_BUFFERS=0',
'-s', 'LZ4=1',
'-s', 'MODULARIZE=0',
'-s', 'TOTAL_MEMORY=268435456',
'-s', 'USE_WEBGL2=1',
'-s', 'WASM=1',
# NOTE: the _SDL_LoadWAV_RW is an LTO workaround; we don't actually care about that function.
'-s', 'EXPORTED_FUNCTIONS=["_main", "_vfs_sync_callback", "_SDL_LoadWAV_RW"]',
'-s', 'GL_PREINITIALIZED_CONTEXT=1',
2019-11-19 06:52:22 +01:00
'-lidbfs.js',
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
# Try enabling this if unpatched Freetype crashes
# '-s', 'EMULATE_FUNCTION_POINTER_CASTS=1',
]
if em_debug
# em_link_output_suffixes += ['wasm.map']
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
em_link_args += [
'--emrun',
'--profiling',
'-g3',
'-s', 'ASSERTIONS=2',
'-s', 'GL_DEBUG=1',
'-s', 'GL_ASSERTIONS=1',
'-s', 'GL_TRACK_ERRORS=1',
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
]
else
em_link_args += [
'-O@0@'.format(get_option('optimization')),
'-g0',
'-s', 'ASSERTIONS=0',
'-s', 'GL_TRACK_ERRORS=0',
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
]
endif
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
foreach suffix : em_link_output_suffixes
em_link_outputs += ['@0@.@1@'.format(taisei_basename, suffix)]
endforeach
taisei = executable(taisei_basename, taisei_src, version_deps,
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
dependencies : taisei_deps,
c_args : taisei_c_args,
link_args : em_link_args,
name_suffix : 'bc',
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
install : false,
)
taisei_html = custom_target(em_link_outputs[0],
# NOTE: Unfortunately we can't just put 'taisei' directly into the command array.
# Meson then makes an invalid assumption that we are going to execute it ("use as a generator"),
# and aborts because there's no exe wrapper in the cross file (which wouldn't make sense to have).
command : [
cc.cmd_array(),
taisei.full_path(),
2019-12-18 14:33:36 +01:00
emscripten_global_link_args,
em_bundle_link_args,
'--pre-js', em_preamble,
'--shell-file', em_shell,
get_option('c_args'),
get_option('c_link_args'),
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
em_link_args,
2019-12-18 14:33:36 +01:00
# Emscripten bug https://github.com/emscripten-core/emscripten/issues/10066
'-s', 'WASM_OBJECT_FILES=1',
'-o', '@OUTPUT0@',
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
],
build_by_default : true,
depends : [taisei],
output : em_link_outputs,
install : true,
install_dir : bindir,
)
2019-12-18 14:33:36 +01:00
bindist_deps += taisei_html
elif host_machine.system() == 'nx'
taisei_elf_name = '@0@.elf'.format(taisei_basename)
taisei_elf = executable(taisei_elf_name, taisei_src, version_deps,
dependencies : taisei_deps,
c_args : taisei_c_args,
c_pch : 'pch/taisei_pch.h',
install : is_debug_build,
install_dir : bindir,
override_options: ['strip=false'],
)
bindist_deps += taisei_elf
taisei_nacp_name = '@0@.nacp'.format(taisei_basename)
taisei_nacp = custom_target(taisei_nacp_name,
command : [
find_program('nacptool'),
'--create',
nx_app_title,
nx_app_author,
taisei_version_string,
'@OUTPUT@',
],
build_by_default : true,
install : false,
output : taisei_nacp_name,
)
taisei_nro_name = '@0@.nro'.format(taisei_basename)
taisei_nro = custom_target(taisei_nro_name,
# NOTE: Unfortunately we can't just put 'taisei_elf' directly into the command array.
# Meson then makes an invalid assumption that we are going to execute it ("use as a generator"),
# and aborts because there's no exe wrapper in the cross file (which wouldn't make sense to have).
command : [
find_program('elf2nro'),
taisei_elf.full_path(), # workaround for the above issue
'@OUTPUT@',
'--nacp=@0@'.format(taisei_nacp.full_path()), # if we could pass the path in a standalone argument, we could have meson generate an implicit dependency here...
'--icon=@0@'.format(nx_icon_path),
],
build_by_default : true,
depends : [taisei_elf, taisei_nacp],
install : true,
install_dir : bindir,
output : taisei_nro_name,
)
bindist_deps += taisei_nro
else
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
taisei = executable(taisei_basename, taisei_src, version_deps,
dependencies : taisei_deps,
c_args : taisei_c_args,
c_pch : 'pch/taisei_pch.h',
gui_app : not get_option('win_console'),
install : true,
install_dir : bindir,
)
bindist_deps += taisei
endif