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Author SHA1 Message Date
17fdee51e6 Name it sprite shader 2023-06-28 15:55:34 -07:00
5be0ffa08f Starting to mess with promises
Going to want async IO, I think. And it's a fun detail that I guess
I'm in charge of deciding when to run promise completion functions. :D
2023-06-28 15:54:13 -07:00
8 changed files with 328 additions and 74 deletions

View file

@ -1,6 +1,6 @@
use crate::{
callback::new_fn, conversion::RustFunction, module::Module, Atom, ClassID, Error, Result,
Runtime, Value, ValueRef, ValueResult,
callback::new_fn, conversion::RustFunction, module::Module, Atom, ClassID, Error, Promise,
Result, Runtime, Value, ValueRef, ValueResult,
};
use bitflags::bitflags;
use oden_js_sys as sys;
@ -34,6 +34,7 @@ pub struct ContextRef {
pub(crate) ctx: *mut sys::JSContext,
}
// TODO: Should all these require mutability to enforce single-threadedness?
impl ContextRef {
pub(crate) fn from_raw(ctx: *mut sys::JSContext) -> Self {
ContextRef { ctx }
@ -277,6 +278,64 @@ impl ContextRef {
Value::from_raw(v, self)
}
/// Construct a new promise.
pub fn new_promise(&self) -> Result<Promise> {
unsafe {
let mut resolving_funcs: [sys::JSValue; 2] =
[sys::JS_MakeUndefined(), sys::JS_MakeUndefined()];
let val =
sys::JS_NewPromiseCapability(self.ctx, &mut resolving_funcs as *mut sys::JSValue);
if sys::JS_ValueGetTag(val) == sys::JS_TAG_EXCEPTION {
Err(self.exception_error())
} else {
Ok(Promise::new(
Value::from_raw(val, self),
Value::from_raw(resolving_funcs[0], self),
Value::from_raw(resolving_funcs[1], self),
))
}
}
}
/// Construct a new exception object, suitable for throwing.
pub fn new_error(&self, message: &str) -> Value {
let e = match self.new_string(message) {
Ok(e) => e,
Err(_) => match self.new_string("INTERNAL ERROR: Embedded NUL in message") {
Ok(e) => e,
// Faulting this hard is inexcusable.
Err(_) => return self.exception(),
},
};
unsafe {
let err = Value::from_raw(sys::JS_NewError(self.ctx), self);
// NOTE: Throughout this function we work at the lower-level
// error handling stuff because the errors are easier to
// manage. (We know how it can fail!)
if sys::JS_ValueGetTag(err.val) == sys::JS_TAG_EXCEPTION {
// GIVE UP; This is out of memory anyway things probably
// went wrong because of that. We'll return *that*
// exception.
return self.exception();
}
sys::JS_DupValue(self.ctx, e.val); // SetProperty takes ownership.
let prop = CString::new("message").unwrap();
if sys::JS_SetPropertyStr(self.ctx, err.val, prop.as_ptr(), e.val) == -1 {
// As before, we're just going to take the exception from
// the context, and drop the one we were trying to create
// on the floor.
return self.exception();
}
// We put the message in, we can return the value.
err
}
}
/// Fetch the global object for the context.
pub fn global_object(&self) -> ValueResult {
self.check_exception(unsafe { sys::JS_GetGlobalObject(self.ctx) })
@ -315,6 +374,23 @@ impl ContextRef {
Error::Exception(exc, desc, stack)
}
/// Process all pending async jobs. This includes all promise resolutions.
pub fn process_all_jobs(&self) -> Result<()> {
// TODO: SAFETY
// This is unsafe because multiple contexts can be sharing the same runtime and cause
// a race condition on the underlying runtime.
loop {
let mut ctx1: *mut sys::JSContext = std::ptr::null_mut();
let err = unsafe { sys::JS_ExecutePendingJob(sys::JS_GetRuntime(self.ctx), &mut ctx1) };
if err == 0 {
break;
} else if err < 0 {
return Err(ContextRef::from_raw(ctx1).exception_error());
}
}
Ok(())
}
}
#[derive(Debug)]

View file

@ -8,6 +8,7 @@ mod class;
mod context;
mod conversion;
pub mod module;
mod promise;
mod runtime;
mod value;
@ -15,6 +16,7 @@ pub use atom::{Atom, AtomRef};
pub use class::{Class, ClassID};
pub use context::{Context, ContextRef, EvalFlags};
pub use conversion::*;
pub use promise::Promise;
pub use runtime::Runtime;
pub use value::{Value, ValueRef, ValueType};
@ -49,6 +51,20 @@ pub enum Error {
ParseError(String, String),
}
impl Error {
// Convert the error into an exception-type object which can be
// thrown. This is *different* from try_into_value which just propagates
// the error.
pub fn to_js_error(&self, context: &ContextRef) -> Value {
if let Error::Exception(e, _, _) = self {
e.clone()
} else {
let message = self.to_string();
context.new_error(&message)
}
}
}
impl From<NulError> for Error {
fn from(_: NulError) -> Self {
Error::UnexpectedNul
@ -75,35 +91,9 @@ pub(crate) fn throw_error(context: &ContextRef, error: Error) -> sys::JSValue {
}
pub(crate) fn throw_string(context: &ContextRef, message: String) -> sys::JSValue {
let ctx = context.ctx;
match context.new_string(&message) {
Ok(e) => unsafe {
// Because context.new_string yields an owned Value, and will
// clean it up on the way out, we need to explicitly DupValue a
// reference for the `Throw` to own.
let err = sys::JS_NewError(ctx);
if sys::JS_ValueGetTag(err) == sys::JS_TAG_EXCEPTION {
// GIVE UP; this is out of memory anyway things probably went
// wrong because of that.
return err;
}
sys::JS_DupValue(ctx, e.val); // SetProperty takes ownership.
let prop = CString::new("message").unwrap();
if sys::JS_SetPropertyStr(ctx, err, prop.as_ptr(), e.val) == -1 {
// Also an out of memory but we need to free the error object
// on our way out.
sys::JS_FreeValue(ctx, err);
return sys::JS_MakeException(); // JS_EXCEPTION
}
sys::JS_Throw(ctx, err)
},
Err(_) => unsafe {
sys::JS_Throw(
ctx,
sys::JS_NewString(ctx, "Errors within errors: embedded nulls in the description of the error that occurred".as_bytes().as_ptr() as *const i8),
)
},
let err = context.new_error(&message);
unsafe {
sys::JS_DupValue(context.ctx, err.val);
sys::JS_Throw(context.ctx, err.val)
}
}

34
oden-js/src/promise.rs Normal file
View file

@ -0,0 +1,34 @@
use crate::{ContextRef, Value, ValueRef};
#[derive(Debug, Clone)]
pub struct Promise {
pub object: Value,
pub resolve_fn: Value,
pub reject_fn: Value,
}
impl Promise {
pub(crate) fn new(object: Value, resolve_fn: Value, reject_fn: Value) -> Self {
Promise {
object,
resolve_fn,
reject_fn,
}
}
pub fn dup(&self, ctx: &ContextRef) -> Self {
Promise {
object: self.object.dup(ctx),
resolve_fn: self.resolve_fn.dup(ctx),
reject_fn: self.reject_fn.dup(ctx),
}
}
pub fn resolve(self, context: &ContextRef, value: &ValueRef) {
let _ = self.resolve_fn.call(context, &[value]);
}
pub fn reject(self, context: &ContextRef, value: &ValueRef) {
let _ = self.reject_fn.call(context, &[value]);
}
}

View file

@ -310,14 +310,16 @@ impl ValueRef {
Ok(result)
}
pub fn call(&self, ctx: &ContextRef) -> Result<Value> {
pub fn call(&self, ctx: &ContextRef, args: &[&ValueRef]) -> Result<Value> {
// TODO: There *must* be a way to avoid this allocation.
let mut args: Vec<sys::JSValue> = args.iter().map(|v| v.val).collect();
unsafe {
ctx.check_exception(sys::JS_Call(
ctx.ctx,
self.val,
sys::JS_MakeUndefined(),
0,
std::ptr::null_mut(),
args.len() as i32,
args.as_mut_ptr(),
))
}
}
@ -345,9 +347,16 @@ impl Value {
/// the runtime of the specified context, if not the context itself. This
/// function makes no attempt to validate this.
pub(crate) fn from_raw(val: sys::JSValue, ctx: &ContextRef) -> Self {
Value::from_raw_rt(
val,
Runtime::from_raw(unsafe { sys::JS_GetRuntime(ctx.ctx) }),
)
}
pub(crate) fn from_raw_rt(val: sys::JSValue, rt: Runtime) -> Self {
Value {
value: ValueRef::from_raw(val),
rt: Runtime::from_raw(unsafe { sys::JS_GetRuntime(ctx.ctx) }),
rt,
}
}
@ -394,6 +403,15 @@ impl fmt::Debug for Value {
}
}
impl Clone for Value {
fn clone(&self) -> Self {
unsafe {
sys::JS_DupValueRT(self.rt.rt, self.val);
}
Value::from_raw_rt(self.val, self.rt.clone())
}
}
#[cfg(test)]
mod tests {
use super::*;

View file

@ -178,22 +178,6 @@ impl State {
label: Some("sprite_bind_group_layout"),
});
// TODO: DELETE THIS
// let sprite_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
// layout: &sprite_bind_group_layout,
// entries: &[
// wgpu::BindGroupEntry {
// binding: 0,
// resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
// },
// wgpu::BindGroupEntry {
// binding: 1,
// resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
// },
// ],
// label: Some("diffuse_bind_group"),
// });
let screen_uniform = ScreenUniforms::new(size.width, size.height);
let screen_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Screen Uniform Buffer"),
@ -205,7 +189,7 @@ impl State {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
@ -225,28 +209,28 @@ impl State {
label: Some("camera_bind_group"),
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
let sprite_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Sprite Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("sprite_shader.wgsl").into()),
});
let render_pipeline_layout =
let sprite_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
label: Some("Sprite Pipeline Layout"),
bind_group_layouts: &[&sprite_bind_group_layout, &screen_uniform_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
let sprite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Sprite Pipeline"),
layout: Some(&sprite_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
module: &sprite_shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
module: &sprite_shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
@ -292,7 +276,7 @@ impl State {
queue,
config,
size,
render_pipeline,
render_pipeline: sprite_pipeline,
vertex_buffer,
max_vertices,
sprite_bind_group_layout,
@ -529,7 +513,7 @@ pub async fn run() {
let mut state = State::new(window).await;
let context = script::ScriptContext::new();
let mut context = script::ScriptContext::new();
context.init();
event_loop.run(move |event, _, control_flow| {

View file

@ -1,9 +1,11 @@
use oden_js::{
module::loader::{ModuleLoader, ModuleSource},
Context, ContextRef, Result, Runtime, Value,
Context, ContextRef, Promise, Result, Runtime, Value, ValueResult,
};
use std::collections::HashMap;
use std::ffi::OsStr;
use std::path::Path;
use std::sync::atomic::{AtomicU64, Ordering};
use std::sync::mpsc::{channel, Receiver};
pub mod graphics;
@ -37,6 +39,21 @@ impl ModuleLoader for Loader {
}
}
#[derive(Eq, PartialEq, Hash, Debug, Clone, Copy)]
pub struct PromiseHandle(u64);
impl PromiseHandle {
pub fn new() -> Self {
static NEXT_ID: AtomicU64 = AtomicU64::new(0);
PromiseHandle(NEXT_ID.fetch_add(1, Ordering::SeqCst))
}
}
pub enum ScriptEvent {
AddPromise(PromiseHandle, Promise),
CompletePromise(PromiseHandle, Box<dyn FnOnce(&ContextRef) -> ValueResult>),
}
pub struct ScriptContext {
context: Context,
init: Value,
@ -46,6 +63,9 @@ pub struct ScriptContext {
gfx: graphics::GraphicsAPI,
_assets: assets::AssetsAPI,
gfx_receive: Receiver<graphics::GraphicsCommand>,
script_receive: Receiver<ScriptEvent>,
promises: HashMap<PromiseHandle, Promise>,
}
impl ScriptContext {
@ -58,6 +78,7 @@ impl ScriptContext {
context.add_intrinsic_operators();
let (gfx_send, gfx_receive) = channel();
let (script_send, script_receive) = channel();
let gfx = graphics::GraphicsAPI::define(&context, gfx_send.clone())
.expect("Graphics module should load without error");
@ -89,6 +110,9 @@ impl ScriptContext {
gfx_receive,
_assets: assets,
script_receive,
promises: HashMap::new(),
}
}
@ -96,18 +120,52 @@ impl ScriptContext {
// We would want a bi-directional gate for frames to not let the
// game thread go to fast probably? And to discard whole frames &c.
pub fn init(&self) {
self.init.call(&self.context).expect("Exception in init");
pub fn init(&mut self) {
self.init
.call(&self.context, &[])
.expect("Exception in init");
}
pub fn update(&self) {
pub fn update(&mut self) {
// Handle any promises that have completed before calling update.
while let Ok(event) = self.script_receive.try_recv() {
match event {
// TODO: Capture debugging information.
ScriptEvent::AddPromise(handle, promise) => {
self.promises.insert(handle, promise);
}
ScriptEvent::CompletePromise(handle, value_producer) => {
if let Some(promise) = self.promises.remove(&handle) {
let result = value_producer(&self.context);
match result {
Ok(v) => {
promise.resolve(&self.context, &v);
}
Err(e) => {
let error = e.to_js_error(&self.context);
promise.reject(&self.context, &error);
}
}
}
}
}
}
// Tell the runtime to process all pending "jobs".
self.context
.process_all_jobs()
.expect("Error processing async jobs");
// Now run the update function.
self.update
.call(&self.context)
.call(&self.context, &[])
.expect("Exception in update");
}
pub fn render(&self) -> Vec<graphics::GraphicsCommand> {
self.draw.call(&self.context).expect("Exception in draw");
pub fn render(&mut self) -> Vec<graphics::GraphicsCommand> {
self.draw
.call(&self.context, &[])
.expect("Exception in draw");
self.gfx.end_frame();
let mut commands = Vec::new();

View file

@ -48,13 +48,30 @@ const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
return out;
}
// Fragment shader
// Fragment shader....
@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
@group(0) @binding(1) var s_diffuse : sampler;
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
// The "screen" is centered in the window, so anything outside of the
// screen borders should be black. But *where are they*?
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
let screen_ar = screen.resolution.x / screen.resolution.y;
var black_mod = 1.0;
if (screen_ar > RES_AR) {
// Wider than tall, bars are on the left and right.
let active_width = screen.resolution.y * RES_AR;
let half_delta = (screen.resolution.x - active_width) / 2.0;
if (in.clip_position.x < half_delta ||
in.clip_position.x > half_delta + active_width) {
black_mod = 0.0;
}
} else {
// Taller than wide, bars are on top and bottom.
}
let dims = vec2f(textureDimensions(t_diffuse));
return textureSample(t_diffuse, s_diffuse, in.tex_coords / dims);
return black_mod * textureSample(t_diffuse, s_diffuse, in.tex_coords / dims);
}

77
src/sprite_shader.wgsl Normal file
View file

@ -0,0 +1,77 @@
// Vertex shader
struct ScreenUniform {
resolution : vec2f,
};
@group(1) @binding(0) // 1.
var<uniform> screen : ScreenUniform;
struct VertexInput {
@location(0) position : vec3<f32>, @location(1) tex_coords : vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position : vec4<f32>,
@location(0) tex_coords : vec2<f32>,
};
const RES = vec2f(320.0, 240.0); // The logical resolution of the screen.
@vertex fn vs_main(model : VertexInput)->VertexOutput {
var out : VertexOutput;
out.tex_coords = model.tex_coords;
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
// the actual resolution of the screen.
let screen_ar = screen.resolution.x / screen.resolution.y;
// Compute the difference in resolution ... correctly?
//
// nudge is the amount to add to the logical resolution so that the pixels
// stay the same size but we respect the aspect ratio of the screen. (So
// there's more of them in either the x or y direction.)
var nudge = vec2f(0.0);
if (screen_ar > RES_AR) {
nudge.x = (RES.y * screen_ar) - RES.x;
} else {
nudge.y = (RES.x / screen_ar) - RES.y;
}
var new_logical_resolution = RES + nudge;
// Now we can convert the incoming position to clip space, in the new screen.
let in_pos = vec2f(model.position.x, model.position.y);
let centered = in_pos + (nudge / 2.0);
let position = (2.0 * centered / new_logical_resolution) - 1.0;
out.clip_position = vec4f(position, model.position.z, 1.0);
return out;
}
// Fragment shader....
@group(0) @binding(0) var t_diffuse : texture_2d<f32>;
@group(0) @binding(1) var s_diffuse : sampler;
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
// The "screen" is centered in the window, so anything outside of the
// screen borders should be black. But *where are they*?
let RES_AR = RES.x / RES.y; // The aspect ratio of the logical screen.
let screen_ar = screen.resolution.x / screen.resolution.y;
var black_mod = 1.0;
if (screen_ar > RES_AR) {
// Wider than tall, bars are on the left and right.
let active_width = screen.resolution.y * RES_AR;
let half_delta = (screen.resolution.x - active_width) / 2.0;
if (in.clip_position.x < half_delta ||
in.clip_position.x > half_delta + active_width) {
black_mod = 0.0;
}
} else {
// Taller than wide, bars are on top and bottom.
}
let dims = vec2f(textureDimensions(t_diffuse));
return black_mod * textureSample(t_diffuse, s_diffuse, in.tex_coords / dims);
}