mirror of
https://github.com/BinomialLLC/basis_universal.git
synced 2026-06-11 18:13:51 +00:00
569 lines
16 KiB
C++
569 lines
16 KiB
C++
/**
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* \file emscripten.cpp
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* Emscripten example of using the single-file \c basisu_transcoder.cpp. Draws
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* a rotating textured quad with data from the in-line compressed textures.
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* \n
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* Compile using:
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* \code
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* export "CC_FLAGS=-std=c++11 -Wall -Wextra -Werror -Os -g0 -flto --llvm-lto 3 -fno-exceptions -fno-rtti -lGL -DNDEBUG=1"
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* export "EM_FLAGS=-s ENVIRONMENT=web -s WASM=1 --shell-file shell.html --closure 1"
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* emcc $CC_FLAGS $EM_FLAGS -o out.html emscripten.cpp
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* \endcode
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* Alternatively include \c basisu_transcoder.h and compile \c
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* basisu_transcoder.cpp separately (the resulting binary is exactly the same
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* size):
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* \code
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* emcc $CC_FLAGS $EM_FLAGS -o out.html ../basisu_transcoder.cpp emscripten.cpp
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* \encode
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* To determine the WebAssembly size without the transcoder comment the \c
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* basisu_transcoder.cpp include (which stubs the texture creation).
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* \n
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* Example code released under a CC0 license.
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*/
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <emscripten/emscripten.h>
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#include <emscripten/html5.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "../basisu_transcoder.cpp"
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//********************************* Test Data ********************************/
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/**
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* Basis Universal compressed 256x256 RGB texture source (with mipmaps).
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* \n
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* See \c testcard.png for the original. Generate using:
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* \code
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* basisu -comp_level 5 -linear -global_sel_pal -y_flip -mipmap
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* \endcode
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*/
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static uint8_t const srcRgb[] = {
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#include "testcard.basis.inc"
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};
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/**
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* Basis Universal compressed 256x256 RGBA texture source (with mipmaps).
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* \n
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* See \c testcard-rgba.png for the original. Generate using:
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* \code
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* basisu -comp_level 5 -linear -global_sel_pal -y_flip -mipmap
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* \endcode
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*/
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static uint8_t const srcRgba[] = {
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#include "testcard-rgba.basis.inc"
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};
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//*************************** Program and Shaders ***************************/
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/**
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* Program object ID.
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*/
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static GLuint progId = 0;
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/**
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* Vertex shader ID.
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*/
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static GLuint vertId = 0;
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/**
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* Fragment shader ID.
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*/
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static GLuint fragId = 0;
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//********************************* Uniforms *********************************/
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/**
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* Quad rotation angle ID.
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*/
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static GLint uRotId = -1;
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/**
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* Texture ID.
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*/
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static GLint uTx0Id = -1;
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//******************************* Shader Source ******************************/
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/**
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* Vertex shader to draw texture mapped polys with an applied rotation.
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*/
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static GLchar const vertShader2D[] =
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#if GL_ES_VERSION_2_0
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"#version 100\n"
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"precision mediump float;\n"
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#else
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"#version 120\n"
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#endif
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"uniform float uRot;" // rotation
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"attribute vec2 aPos;" // vertex position coords
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"attribute vec2 aUV0;" // vertex texture UV0
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"varying vec2 vUV0;" // (passed to fragment shader)
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"void main() {"
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" float cosA = cos(radians(uRot));"
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" float sinA = sin(radians(uRot));"
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" mat3 rot = mat3(cosA, -sinA, 0.0,"
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" sinA, cosA, 0.0,"
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" 0.0, 0.0, 1.0);"
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" gl_Position = vec4(rot * vec3(aPos, 1.0), 1.0);"
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" vUV0 = aUV0;"
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"}";
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/**
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* Fragment shader for the above polys.
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*/
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static GLchar const fragShader2D[] =
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#if GL_ES_VERSION_2_0
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"#version 100\n"
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"precision mediump float;\n"
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#else
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"#version 120\n"
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#endif
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"uniform sampler2D uTx0;"
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"varying vec2 vUV0;" // (passed from fragment shader)
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"void main() {"
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" gl_FragColor = texture2D(uTx0, vUV0);"
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"}";
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/**
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* Helper to compile a shader.
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*
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* \param type shader type
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* \param text shader source
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* \return the shader ID (or zero if compilation failed)
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*/
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static GLuint compileShader(GLenum const type, const GLchar* text) {
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GLuint shader = glCreateShader(type);
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if (shader) {
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glShaderSource (shader, 1, &text, NULL);
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glCompileShader(shader);
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (compiled) {
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return shader;
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} else {
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GLint logLen;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
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if (logLen > 1) {
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GLchar* logStr = static_cast<GLchar*>(malloc(logLen));
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glGetShaderInfoLog(shader, logLen, NULL, logStr);
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#ifndef NDEBUG
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printf("Shader compilation error: %s\n", logStr);
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#endif
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free(logStr);
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}
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glDeleteShader(shader);
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}
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}
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return 0;
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}
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//********************************** Helpers *********************************/
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/**
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* Vertex position index.
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*/
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#define GL_VERT_POSXY_ID 0
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/**
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* Vertex UV0 index.
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*/
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#define GL_VERT_TXUV0_ID 1
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/**
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* \c GL vec2 storage type.
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*/
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struct vec2 {
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float x;
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float y;
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};
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/**
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* Combined 2D vertex and 2D texture coordinates.
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*/
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struct posTex2d {
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struct vec2 pos;
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struct vec2 uv0;
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};
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/**
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* Shortcut for \c emscripten_webgl_enable_extension().
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*/
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#ifndef GL_HAS_EXT
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#define GL_HAS_EXT(ctx, ext) emscripten_webgl_enable_extension(ctx, ext)
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#endif
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/*
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* Possibly missing GL enums.
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*
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* Note: GL_COMPRESSED_RGB_ETC1_WEBGL is the same as GL_ETC1_RGB8_OES
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*/
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#ifndef GL_ETC1_RGB8_OES
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#define GL_ETC1_RGB8_OES 0x8D64
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#endif
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#ifndef GL_COMPRESSED_RGB8_ETC2
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#define GL_COMPRESSED_RGB8_ETC2 0x9274
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#endif
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#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
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#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#endif
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#ifndef COMPRESSED_RGBA_ASTC_4x4_KHR
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#define COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
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#endif
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//***************************** Basis Universal ******************************/
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/*
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* All of the BasisU code is within this block to enable building with or
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* without the library. Not including the transcoder will build a dummy
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* implementation to (roughly) determine the size.
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*/
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#ifdef BASISD_LIB_VERSION
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using namespace basist;
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/**
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* Shared codebook instance.
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*/
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static etc1_global_selector_codebook* globalCodebook = NULL;
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/**
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* Returns a supported compressed texture format for a given context.
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*
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* \param[in] ctx WebGL context
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* \param[in] alpha \c true if the texture has an alpha channel
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* \return corresponding Basis format
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*/
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static transcoder_texture_format supports(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE const ctx, bool const alpha) {
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#if BASISD_SUPPORT_PVRTC1 || !defined(BASISD_SUPPORT_PVRTC1)
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/*
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* Test for both prefixed and non-prefixed versions. This should grab iOS
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* and other ImgTec GPUs first as a preference.
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*
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* TODO: do older iOS expose ASTC to the browser and does it transcode to RGBA?
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*/
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static bool const pvr = GL_HAS_EXT(ctx, "WEBKIT_WEBGL_compressed_texture_pvrtc")
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|| GL_HAS_EXT(ctx, "WEBGL_compressed_texture_pvrtc");
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if (pvr) {
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return (alpha)
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? transcoder_texture_format::cTFPVRTC1_4_RGBA
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: transcoder_texture_format::cTFPVRTC1_4_RGB;
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}
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#endif
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#if BASISD_SUPPORT_ASTC || !defined(BASISD_SUPPORT_ASTC)
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/*
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* Then Android, ChromeOS and others with ASTC (newer iOS devices should
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* make the list but don't appear to be exposed from WebGL).
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*/
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static bool const astc = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_astc");
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if (astc) {
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return transcoder_texture_format::cTFASTC_4x4_RGBA;
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}
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#endif
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#if BASISD_SUPPORT_DXT1 || !defined(BASISD_SUPPORT_DXT1)
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/*
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* We choose DXT next, since a worry is the browser will claim ETC support
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* then transcode (transcoding slower and with more artefacts). This gives
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* us desktop and various (usually Intel) Android devices.
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*/
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static bool const dxt = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_s3tc")
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|| GL_HAS_EXT(ctx, "WEBKIT_WEBGL_compressed_texture_s3tc");
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if (dxt) {
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return (alpha)
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? transcoder_texture_format::cTFBC3_RGBA
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: transcoder_texture_format::cTFBC1_RGB;
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}
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#endif
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#if BASISD_SUPPORT_ETC2_EAC_A8 || !defined(BASISD_SUPPORT_ETC2_EAC_A8)
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/*
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* Then ETC2 (which may be incorrect).
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*/
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static bool const etc2 = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_etc");
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if (etc2) {
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return (alpha)
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? transcoder_texture_format::cTFETC2_RGBA
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: transcoder_texture_format::cTFETC1_RGB;
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}
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#endif
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/*
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* Finally ETC1, falling back on RGBA.
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*
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* TODO: we might just prefer to transcode to dithered 565 once available
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*/
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static bool const etc1 = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_etc1");
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if (etc1 && !alpha) {
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return transcoder_texture_format::cTFETC1_RGB;
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}
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/*
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* We choose 8888 over 4444 and 565 (in the hope that is is never chosen).
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*/
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return transcoder_texture_format::cTFRGBA32;
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}
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/**
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* Returns the equivalent GL type given a BasisU type.
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*
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* \note This relies on \c #supports() returning the supported formats, and so
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* only converts to the GL equivalents (without further testing for support).
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*
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* \param[in] type BasisU transcode target
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* \return equivalent GL type
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*/
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static GLenum toGlType(transcoder_texture_format const type) {
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switch (type) {
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case transcoder_texture_format::cTFETC1_RGB:
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return GL_ETC1_RGB8_OES;
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case transcoder_texture_format::cTFETC2_RGBA:
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return GL_COMPRESSED_RGBA8_ETC2_EAC;
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case transcoder_texture_format::cTFBC1_RGB:
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return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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case transcoder_texture_format::cTFBC3_RGBA:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case transcoder_texture_format::cTFPVRTC1_4_RGB:
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return GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
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case transcoder_texture_format::cTFPVRTC1_4_RGBA:
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return GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
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case transcoder_texture_format::cTFASTC_4x4_RGBA:
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return GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
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case transcoder_texture_format::cTFRGBA32:
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return GL_UNSIGNED_BYTE;
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case transcoder_texture_format::cTFRGB565:
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return GL_UNSIGNED_SHORT_5_6_5;
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default:
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return GL_UNSIGNED_SHORT_4_4_4_4;
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}
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}
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/**
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* Uploads the texture.
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*
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* \param[in] ctx ctx WebGL context
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* \param[in] name texture \e name
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* \param[in] data \c .basis file content
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* \param[in] size number of bytes in \a data
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* \return \c true if the texture was decoded and created
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*
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* \todo reuse the decode buffer (the first mips level should be able to contain the rest)
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*/
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bool upload(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE const ctx, GLuint const name, const uint8_t* const data, size_t const size) {
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basisu_transcoder_init();
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if (!globalCodebook) {
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globalCodebook = new etc1_global_selector_codebook(g_global_selector_cb_size, g_global_selector_cb);
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}
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basisu_transcoder transcoder(globalCodebook);
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bool success = false;
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if (transcoder.validate_header(data, size)) {
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glBindTexture(GL_TEXTURE_2D, name);
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basisu_file_info fileInfo;
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if (transcoder.get_file_info(data, size, fileInfo)) {
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transcoder_texture_format type = supports(ctx, fileInfo.m_has_alpha_slices);
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basisu_image_info info;
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if (transcoder.get_image_info(data, size, info, 0)) {
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printf("Transcoding to type: %s (w: %d, h: %d, mips: %d)\n",
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basis_get_format_name(type), info.m_width, info.m_height,
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info.m_total_levels);
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if (transcoder.start_transcoding(data, size)) {
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uint32_t descW, descH, blocks;
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for (uint32_t level = 0; level < info.m_total_levels; level++) {
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// reset per level
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success = false;
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if (transcoder.get_image_level_desc(data, size, 0, level, descW, descH, blocks)) {
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uint32_t decSize;
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if (type == transcoder_texture_format::cTFPVRTC1_4_RGB ||
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type == transcoder_texture_format::cTFPVRTC1_4_RGBA)
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{
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decSize = (std::max(8U, (descW + 3) & ~3) *
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std::max(8U, (descH + 3) & ~3) * 4 + 7) / 8;
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} else {
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decSize = basis_get_bytes_per_block_or_pixel(type);
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if (basis_transcoder_format_is_uncompressed(type)) {
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decSize *= descW * descH;
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} else {
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decSize *= blocks;
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}
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}
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if (void* decBuf = malloc(decSize)) {
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if (basis_transcoder_format_is_uncompressed(type)) {
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// note that blocks becomes total number of pixels for RGB/RGBA
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blocks = descW * descH;
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}
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if (transcoder.transcode_image_level(data, size, 0, level, decBuf, blocks, type)) {
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if (basis_transcoder_format_is_uncompressed(type)) {
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA,
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descW, descH, 0, GL_RGBA, toGlType(type), decBuf);
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} else {
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glCompressedTexImage2D(GL_TEXTURE_2D, level,
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toGlType(type), descW, descH, 0, decSize, decBuf);
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}
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success = true;
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}
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free(decBuf);
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}
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}
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if (!success) {
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break;
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}
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}
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}
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}
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}
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}
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return success;
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}
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#else
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// dummy implementation
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bool upload(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE /*ctx*/, GLuint /*name*/, const uint8_t* data, size_t size) {
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return (data[0] | data[size - 1]) != 0;
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}
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#endif
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//****************************************************************************/
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/**
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* Current quad rotation angle (in degrees, updated per frame).
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*/
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static float rotDeg = 0.0f;
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/**
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* Decoded textures (0 = opaque, 1 = transparent).
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*/
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static GLuint txName[2] = {};
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/**
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* Emscripten (single) GL context.
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*/
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static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE glCtx = 0;
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/**
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* Emscripten resize handler.
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*/
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static EM_BOOL resize(int /*type*/, const EmscriptenUiEvent* /*e*/, void* /*data*/) {
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double surfaceW;
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double surfaceH;
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if (emscripten_get_element_css_size ("#canvas", &surfaceW, &surfaceH) == EMSCRIPTEN_RESULT_SUCCESS) {
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emscripten_set_canvas_element_size("#canvas", surfaceW, surfaceH);
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if (glCtx) {
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glViewport(0, 0, (int) surfaceW, (int) surfaceH);
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}
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}
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return EM_FALSE;
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}
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/**
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* Boilerplate to create a WebGL context.
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*/
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static EM_BOOL initContext() {
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// Default attributes
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EmscriptenWebGLContextAttributes attr;
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emscripten_webgl_init_context_attributes(&attr);
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if ((glCtx = emscripten_webgl_create_context("#canvas", &attr))) {
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// Bind the context and fire a resize to get the initial size
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emscripten_webgl_make_context_current(glCtx);
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, EM_FALSE, resize);
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resize(0, NULL, NULL);
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return EM_TRUE;
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}
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return EM_FALSE;
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}
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/**
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* Called once per frame (clears the screen and draws the rotating quad).
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*/
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static void tick() {
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glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (uRotId >= 0) {
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glUniform1f(uRotId, rotDeg);
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rotDeg += 0.1f;
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if (rotDeg >= 360.0f) {
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rotDeg -= 360.0f;
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}
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glBindTexture(GL_TEXTURE_2D, txName[(lround(rotDeg / 45) & 1) != 0]);
|
|
}
|
|
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
|
|
glFlush();
|
|
}
|
|
|
|
/**
|
|
* Creates the GL context, shaders and quad data, decompresses the .basis files
|
|
* and 'uploads' the resulting textures.
|
|
*/
|
|
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;
|
|
// 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);
|
|
|
|
glGenTextures(2, txName);
|
|
if (upload(glCtx, txName[0], srcRgb, sizeof srcRgb) &&
|
|
upload(glCtx, txName[1], srcRgba, sizeof srcRgba))
|
|
{
|
|
printf("Decoded!\n");
|
|
}
|
|
|
|
emscripten_set_main_loop(tick, 0, EM_FALSE);
|
|
emscripten_exit_with_live_runtime();
|
|
} else {
|
|
printf("Failed to init WebGL!\n");
|
|
}
|
|
return EXIT_FAILURE;
|
|
}
|