- Refactored the Engine code, splitted across files. - Use MODULARIZE option to build emscripten code into it's own closure. - Optional closure compiler run for JS and generated code. - Enable lto support (saves ~2MiB in release). - Can now build with tools=yes (not much to see yet). - Dropped some deprecated code for older toolchains. - Add onExit, and onExecute JS function. - Add files drag and drop support. - Add support for low precessor usage mode (via offscreen render, swap).
51 lines
1.3 KiB
JavaScript
51 lines
1.3 KiB
JavaScript
var Utils = {
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createLocateRewrite: function(execName) {
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function rw(path) {
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if (path.endsWith('.worker.js')) {
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return execName + '.worker.js';
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} else if (path.endsWith('.js')) {
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return execName + '.js';
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} else if (path.endsWith('.wasm')) {
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return execName + '.wasm';
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}
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}
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return rw;
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},
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createInstantiatePromise: function(wasmLoader) {
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function instantiateWasm(imports, onSuccess) {
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wasmLoader.then(function(xhr) {
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WebAssembly.instantiate(xhr.response, imports).then(function(result) {
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onSuccess(result['instance'], result['module']);
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});
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});
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wasmLoader = null;
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return {};
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};
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return instantiateWasm;
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},
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findCanvas: function() {
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var nodes = document.getElementsByTagName('canvas');
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if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
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return nodes[0];
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}
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throw new Error("No canvas found");
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},
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isWebGLAvailable: function(majorVersion = 1) {
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var testContext = false;
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try {
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var testCanvas = document.createElement('canvas');
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if (majorVersion === 1) {
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testContext = testCanvas.getContext('webgl') || testCanvas.getContext('experimental-webgl');
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} else if (majorVersion === 2) {
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testContext = testCanvas.getContext('webgl2') || testCanvas.getContext('experimental-webgl2');
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}
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} catch (e) {}
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return !!testContext;
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}
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};
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