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+/**
+ * \file emscripten.c
+ * Emscripten example of using the single-file \c zstddeclib. Draws a rotating
+ * textured quad with data from the in-line Zstd compressed DXT1 texture (DXT1
+ * being hardware compression, further compressed with Zstd).
+ * \n
+ * Compile using:
+ * \code
+ * export CC_FLAGS="-Wall -Wextra -Werror -Os -g0 -flto --llvm-lto 3 -lGL -DNDEBUG=1"
+ * export EM_FLAGS="-s WASM=1 -s ENVIRONMENT=web --shell-file shell.html --closure 1"
+ * emcc $CC_FLAGS $EM_FLAGS -o out.html emscripten.c
+ * \endcode
+ *
+ * \author Carl Woffenden, Numfum GmbH (released under a CC0 license)
+ */
+
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <emscripten/emscripten.h>
+#include <emscripten/html5.h>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include "../zstddeclib.c"
+
+//************************* Test Data (DXT texture) **************************/
+
+/**
+ * Zstd compressed DXT1 256x256 texture source.
+ * \n
+ * See \c testcard.png for the original.
+ */
+static uint8_t const srcZstd[] = {
+#include "testcard-zstd.inl"
+};
+
+/**
+ * Uncompressed size of \c #srcZstd.
+ */
+#define DXT1_256x256 32768
+
+/**
+ * Destination for decoding \c #srcZstd.
+ */
+static uint8_t dstDxt1[DXT1_256x256] = {};
+
+#ifndef ZSTD_VERSION_MAJOR
+/**
+ * For the case where the decompression library hasn't been included we add a
+ * dummy function to fake the process and stop the buffers being optimised out.
+ */
+size_t ZSTD_decompress(void* dst, size_t dstLen, const void* src, size_t srcLen) {
+ return (memcmp(dst, src, (srcLen < dstLen) ? srcLen : dstLen)) ? dstLen : 0;
+}
+#endif
+
+//*************************** Program and Shaders ***************************/
+
+/**
+ * Program object ID.
+ */
+static GLuint progId = 0;
+
+/**
+ * Vertex shader ID.
+ */
+static GLuint vertId = 0;
+
+/**
+ * Fragment shader ID.
+ */
+static GLuint fragId = 0;
+
+//********************************* Uniforms *********************************/
+
+/**
+ * Quad rotation angle ID.
+ */
+static GLint uRotId = -1;
+
+/**
+ * Draw colour ID.
+ */
+static GLint uTx0Id = -1;
+
+//******************************* Shader Source ******************************/
+
+/**
+ * Vertex shader to draw texture mapped polys with an applied rotation.
+ */
+static GLchar const vertShader2D[] =
+#if GL_ES_VERSION_2_0
+ "#version 100\n"
+ "precision mediump float;\n"
+#else
+ "#version 120\n"
+#endif
+ "uniform float uRot;" // rotation
+ "attribute vec2 aPos;" // vertex position coords
+ "attribute vec2 aUV0;" // vertex texture UV0
+ "varying vec2 vUV0;" // (passed to fragment shader)
+ "void main() {"
+ " float cosA = cos(radians(uRot));"
+ " float sinA = sin(radians(uRot));"
+ " mat3 rot = mat3(cosA, -sinA, 0.0,"
+ " sinA, cosA, 0.0,"
+ " 0.0, 0.0, 1.0);"
+ " gl_Position = vec4(rot * vec3(aPos, 1.0), 1.0);"
+ " vUV0 = aUV0;"
+ "}";
+
+/**
+ * Fragment shader for the above polys.
+ */
+static GLchar const fragShader2D[] =
+#if GL_ES_VERSION_2_0
+ "#version 100\n"
+ "precision mediump float;\n"
+#else
+ "#version 120\n"
+#endif
+ "uniform sampler2D uTx0;"
+ "varying vec2 vUV0;" // (passed from fragment shader)
+ "void main() {"
+ " gl_FragColor = texture2D(uTx0, vUV0);"
+ "}";
+
+/**
+ * Helper to compile a shader.
+ *
+ * \param type shader type
+ * \param text shader source
+ * \return the shader ID (or zero if compilation failed)
+ */
+static GLuint compileShader(GLenum const type, const GLchar* text) {
+ GLuint shader = glCreateShader(type);
+ if (shader) {
+ glShaderSource (shader, 1, &text, NULL);
+ glCompileShader(shader);
+ GLint compiled;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (compiled) {
+ return shader;
+ } else {
+ GLint logLen;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
+ if (logLen > 1) {
+ GLchar* logStr = malloc(logLen);
+ glGetShaderInfoLog(shader, logLen, NULL, logStr);
+ #ifndef NDEBUG
+ printf("Shader compilation error: %s\n", logStr);
+ #endif
+ free(logStr);
+ }
+ glDeleteShader(shader);
+ }
+ }
+ return 0;
+}
+
+//********************************** Helpers *********************************/
+
+/**
+ * Vertex position index.
+ */
+#define GL_VERT_POSXY_ID 0
+
+/**
+ * Vertex UV0 index.
+ */
+#define GL_VERT_TXUV0_ID 1
+
+ /**
+ * \c GL vec2 storage type.
+ */
+struct vec2 {
+ float x;
+ float y;
+};
+
+/**
+ * Combined 2D vertex and 2D texture coordinates.
+ */
+struct posTex2d {
+ struct vec2 pos;
+ struct vec2 uv0;
+};
+
+//****************************************************************************/
+
+/**
+ * Current quad rotation angle (in degrees, updated per frame).
+ */
+static float rotDeg = 0.0f;
+
+/**
+ * Emscripten (single) GL context.
+ */
+static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE glCtx = 0;
+
+/**
+ * Emscripten resize handler.
+ */
+static EM_BOOL resize(int type, const EmscriptenUiEvent* e, void* data) {
+ double surfaceW;
+ double surfaceH;
+ if (emscripten_get_element_css_size ("#canvas", &surfaceW, &surfaceH) == EMSCRIPTEN_RESULT_SUCCESS) {
+ emscripten_set_canvas_element_size("#canvas", surfaceW, surfaceH);
+ if (glCtx) {
+ glViewport(0, 0, (int) surfaceW, (int) surfaceH);
+ }
+ }
+ (void) type;
+ (void) data;
+ (void) e;
+ return EM_FALSE;
+}
+
+/**
+ * Boilerplate to create a WebGL context.
+ */
+static EM_BOOL initContext() {
+ // Default attributes
+ EmscriptenWebGLContextAttributes attr;
+ emscripten_webgl_init_context_attributes(&attr);
+ if ((glCtx = emscripten_webgl_create_context("#canvas", &attr))) {
+ // Bind the context and fire a resize to get the initial size
+ emscripten_webgl_make_context_current(glCtx);
+ emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, EM_FALSE, resize);
+ resize(0, NULL, NULL);
+ return EM_TRUE;
+ }
+ return EM_FALSE;
+}
+
+/**
+ * Called once per frame (clears the screen and draws the rotating quad).
+ */
+static void tick() {
+ glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (uRotId >= 0) {
+ glUniform1f(uRotId, rotDeg);
+ rotDeg += 0.1f;
+ if (rotDeg >= 360.0f) {
+ rotDeg -= 360.0f;
+ }
+ }
+
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
+ glFlush();
+}
+
+/**
+ * Creates the GL context, shaders and quad data, decompresses the Zstd data
+ * and 'uploads' the resulting texture.
+ *
+ * As a (naive) comparison, removing Zstd and building with "-Os -g0 s WASM=1
+ * -lGL emscripten.c" results in a 15kB WebAssembly file; re-adding Zstd
+ * increases the Wasm by 26kB.
+ */
+int main() {
+ if (initContext()) {
+ // Compile shaders and set the initial GL state
+ if ((progId = glCreateProgram())) {
+ vertId = compileShader(GL_VERTEX_SHADER, vertShader2D);
+ fragId = compileShader(GL_FRAGMENT_SHADER, fragShader2D);
+
+ glBindAttribLocation(progId, GL_VERT_POSXY_ID, "aPos");
+ glBindAttribLocation(progId, GL_VERT_TXUV0_ID, "aUV0");
+
+ glAttachShader(progId, vertId);
+ glAttachShader(progId, fragId);
+ glLinkProgram (progId);
+ glUseProgram (progId);
+ uRotId = glGetUniformLocation(progId, "uRot");
+ uTx0Id = glGetUniformLocation(progId, "uTx0");
+ if (uTx0Id >= 0) {
+ glUniform1i(uTx0Id, 0);
+ }
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glDisable(GL_DITHER);
+
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ }
+
+ GLuint vertsBuf = 0;
+ GLuint indexBuf = 0;
+ GLuint txName = 0;
+ // Create the textured quad (vert positions then UVs)
+ struct posTex2d verts2d[] = {
+ {{-0.85f, -0.85f}, {0.0f, 0.0f}}, // BL
+ {{ 0.85f, -0.85f}, {1.0f, 0.0f}}, // BR
+ {{-0.85f, 0.85f}, {0.0f, 1.0f}}, // TL
+ {{ 0.85f, 0.85f}, {1.0f, 1.0f}}, // TR
+ };
+ uint16_t index2d[] = {
+ 0, 1, 2,
+ 2, 1, 3,
+ };
+ glGenBuffers(1, &vertsBuf);
+ glBindBuffer(GL_ARRAY_BUFFER, vertsBuf);
+ glBufferData(GL_ARRAY_BUFFER,
+ sizeof(verts2d), verts2d, GL_STATIC_DRAW);
+ glVertexAttribPointer(GL_VERT_POSXY_ID, 2,
+ GL_FLOAT, GL_FALSE, sizeof(struct posTex2d), 0);
+ glVertexAttribPointer(GL_VERT_TXUV0_ID, 2,
+ GL_FLOAT, GL_FALSE, sizeof(struct posTex2d),
+ (void*) offsetof(struct posTex2d, uv0));
+ glGenBuffers(1, &indexBuf);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+ sizeof(index2d), index2d, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(GL_VERT_POSXY_ID);
+ glEnableVertexAttribArray(GL_VERT_TXUV0_ID);
+
+ // Decode the Zstd data and create the texture
+ if (ZSTD_decompress(dstDxt1, DXT1_256x256, srcZstd, sizeof srcZstd) == DXT1_256x256) {
+ glGenTextures(1, &txName);
+ glBindTexture(GL_TEXTURE_2D, txName);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glCompressedTexImage2D(GL_TEXTURE_2D, 0,
+ GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
+ 256, 256, 0, DXT1_256x256, dstDxt1);
+ } else {
+ printf("Failed to decode Zstd data\n");
+ }
+ emscripten_set_main_loop(tick, 0, EM_FALSE);
+ emscripten_exit_with_live_runtime();
+ }
+ return EXIT_FAILURE;
+}