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author | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
commit | 8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 (patch) | |
tree | 763389e42276035ac134d94eb1dc32293b88d807 /src/contrib/SDL-2.30.2/docs/README-nacl.md |
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1 | Native Client | ||
2 | ================================================================================ | ||
3 | |||
4 | Requirements: | ||
5 | |||
6 | * Native Client SDK (https://developer.chrome.com/native-client), | ||
7 | (tested with Pepper version 33 or higher). | ||
8 | |||
9 | The SDL backend for Chrome's Native Client has been tested only with the PNaCl | ||
10 | toolchain, which generates binaries designed to run on ARM and x86_32/64 | ||
11 | platforms. This does not mean it won't work with the other toolchains! | ||
12 | |||
13 | ================================================================================ | ||
14 | Building SDL for NaCl | ||
15 | ================================================================================ | ||
16 | |||
17 | Set up the right environment variables (see naclbuild.sh), then configure SDL with: | ||
18 | |||
19 | configure --host=pnacl --prefix some/install/destination | ||
20 | |||
21 | Then "make". | ||
22 | |||
23 | As an example of how to create a deployable app a Makefile project is provided | ||
24 | in test/nacl/Makefile, which includes some monkey patching of the common.mk file | ||
25 | provided by NaCl, without which linking properly to SDL won't work (the search | ||
26 | path can't be modified externally, so the linker won't find SDL's binaries unless | ||
27 | you dump them into the SDK path, which is inconvenient). | ||
28 | Also provided in test/nacl is the required support file, such as index.html, | ||
29 | manifest.json, etc. | ||
30 | SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. | ||
31 | This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), | ||
32 | hiding the asynchronous nature of the browser behind the scenes...which is not the | ||
33 | same as making it disappear! | ||
34 | |||
35 | |||
36 | ================================================================================ | ||
37 | Running tests | ||
38 | ================================================================================ | ||
39 | |||
40 | Due to the nature of NaCl programs, building and running SDL tests is not as | ||
41 | straightforward as one would hope. The script naclbuild.sh in build-scripts | ||
42 | automates the process and should serve as a guide for users of SDL trying to build | ||
43 | their own applications. | ||
44 | |||
45 | Basic usage: | ||
46 | |||
47 | ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) | ||
48 | |||
49 | This will build testgles2.c by default. | ||
50 | |||
51 | If you want to build a different test, for example testrendercopyex.c: | ||
52 | |||
53 | SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 | ||
54 | |||
55 | Once the build finishes, you have to serve the contents with a web server (the | ||
56 | script will give you instructions on how to do that with Python). | ||
57 | |||
58 | ================================================================================ | ||
59 | RWops and nacl_io | ||
60 | ================================================================================ | ||
61 | |||
62 | SDL_RWops work transparently with nacl_io. Two functions control the mount points: | ||
63 | |||
64 | int mount(const char* source, const char* target, | ||
65 | const char* filesystemtype, | ||
66 | unsigned long mountflags, const void *data); | ||
67 | int umount(const char *target); | ||
68 | |||
69 | For convenience, SDL will by default mount an httpfs tree at / before calling | ||
70 | the app's main function. Such setting can be overridden by calling: | ||
71 | |||
72 | umount("/"); | ||
73 | |||
74 | And then mounting a different filesystem at / | ||
75 | |||
76 | It's important to consider that the asynchronous nature of file operations on a | ||
77 | browser is hidden from the application, effectively providing the developer with | ||
78 | a set of blocking file operations just like you get in a regular desktop | ||
79 | environment, which eases the job of porting to Native Client, but also introduces | ||
80 | a set of challenges of its own, in particular when big file sizes and slow | ||
81 | connections are involved. | ||
82 | |||
83 | For more information on how nacl_io and mount points work, see: | ||
84 | |||
85 | https://developer.chrome.com/native-client/devguide/coding/nacl_io | ||
86 | https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h | ||
87 | |||
88 | To be able to save into the directory "/save/" (like backup of game) : | ||
89 | |||
90 | mount("", "/save", "html5fs", 0, "type=PERSISTENT"); | ||
91 | |||
92 | And add to manifest.json : | ||
93 | |||
94 | "permissions": [ | ||
95 | "unlimitedStorage" | ||
96 | ] | ||
97 | |||
98 | ================================================================================ | ||
99 | TODO - Known Issues | ||
100 | ================================================================================ | ||
101 | * Testing of all systems with a real application (something other than SDL's tests) | ||
102 | * Key events don't seem to work properly | ||
103 | |||