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手工编写asm.js

[英]writing asm.js by hand

I am trying to add asm.js annotations to the perlin simplex noise function: 我试图将asm.js注释添加到perlin单工噪声函数:

"use strict";

// Ported from Stefan Gustavson's java implementation
// http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
// Read Stefan's excellent paper for details on how this code works.
//
// Sean McCullough banksean@gmail.com

function SimplexNoise(stdlib,foreign,heap) {
    "use asm";
    // heap should be at least 1024*4+12*3*4 bytes long
    var floor = stdlib.Math.floor,
        sqrt = stdlib.Math.sqrt,
        random = new stdlib.Float32Array(heap),
        buf = new stdlib.Int32Array(heap),
        F2 = 0.0, F3 = 0.0,
        G2 = 0.0, G3 = 0.0;
    F2 = (sqrt(3.0)-1.0)*0.5; F3 = 1.0/3.0;
    G2 = (3.0-sqrt(3.0))/6.0; G3 = 1.0/6.0;
    function init() {
        // before calling this function, set the first 256 floats in the heap to be random numbers between 0..1
        // the heap gets rewritten, but if you record the IV separately, the noise is reproducable
        for(var i=0; i<256; i++) {
            buf[i] = buf[i+256] = floor(random[i]*256.0) & 0xff;
            buf[i+512] = buf[i+512+256] = (buf[i] % 12) * 3 + 1024;
        }
        i = 1024;
        buf[i++] = 1;  buf[i++] = 1;  buf[i++] = 0;
        buf[i++] = -1; buf[i++] = 1;  buf[i++] = 0;
        buf[i++] = 1;  buf[i++] = -1; buf[i++] = 0;
        buf[i++] = -1; buf[i++] = -1; buf[i++] = 0;
        buf[i++] = 1;  buf[i++] = 0;  buf[i++] = 1;
        buf[i++] = -1; buf[i++] = 0;  buf[i++] = 1; 
        buf[i++] = 1;  buf[i++] = 0;  buf[i++] = -1;
        buf[i++] = -1; buf[i++] = 0;  buf[i++] = -1;
        buf[i++] = 0;  buf[i++] = 1;  buf[i++] = 1;
        buf[i++] = 0;  buf[i++] = -1; buf[i++] = 1;
        buf[i++] = 0;  buf[i++] = 1;  buf[i++] = -1;
        buf[i++] = 0;  buf[i++] = -1; buf[i++] = -1;
    }
    function noise2D(xin,yin) {
        xin = +xin; yin = +yin;
        var s = 0.0, i = 0, j = 0,
            t = 0.0,
            X0 = 0.0, Y0 = 0.0,
            x0 = 0.0, y0 = 0.0,
            i1 = 0, j1 = 0,
            x1 = 0.0, y1 = 0.0,
            x2 = 0.0, y2 = 0.0,
            ii = 0, jj = 0,
            gi0 = 0, gi1 = 0, gi2 = 0,
            t0 = 0.0, t1 = 0.0, t2 = 0.0,
            n0 = 0.0, n1 = 0.0, n2 = 0.0;
        // Skew the input space to determine which simplex cell we're in 
        s = (xin+yin)*F2; // Hairy factor for 2D 
        i = floor(xin+s); j = floor(yin+s);
        t = (i+j)*G2;
        X0 = i-t; Y0 = j-t; // Unskew the cell origin back to (x;y) space 
        x0 = xin-X0; y0 = yin-Y0; // The x;y distances from the cell origin 
        // For the 2D case; the simplex shape is an equilateral triangle. 
        // Determine which simplex we are in. 
        i1 = (x0>y0?1:0); j1 = (x0>y0?0:1); // Offsets for second (middle) corner of simplex in (i;j) coords 
        // A step of (1;0) in (i;j) means a step of (1-c;-c) in (x;y); and 
        // a step of (0;1) in (i;j) means a step of (-c;1-c) in (x;y); where 
        // c = (3-sqrt(3))/6 
        x1 = x0-i1+G2; y1 = y0-j1+G2; // Offsets for middle corner in (x;y) unskewed coords 
        x2 = x0-1+2*G2; y2 = y0-1+2*G2; // Offsets for last corner in (x;y) unskewed coords 
        // Work out the hashed gradient indices of the three simplex corners 
        ii = i & 255; jj = j & 255;
        gi0 = buf[ii+buf[jj]+512];
        gi1 = buf[ii+i1+buf[jj+j1]+512]; 
        gi2 = buf[ii+1+buf[jj+1]+512];
        // Calculate the contribution from the three corners 
        t0 = 0.5-x0*x0-y0*y0; t1 = 0.5-x1*x1-y1*y1; t2 = 0.5-x2*x2-y2*y2;
        n0 = t0<0.0? 0.0: t0*t0*t0*t0*(buf[gi0]*x0+buf[gi0+1]*y0);  // (x;y) of buf used for 2D gradient 
        n1 = t1<0.0? 0.0: t1*t1*t1*t1*(buf[gi1]*x1+buf[gi1+1]*y1);
        n2 = t2<0.0? 0.0: t2*t2*t2*t2*(buf[gi2]*x2+buf[gi2+1]*y2); 
        // Add contributions from each corner to get the final noise value. 
        // The result is scaled to return values in the interval [-1,1]. 
        return 70.0 * (n0 + n1 + n2);
    }
    return {
        init: init,
        noise2D: noise2D
    };
};

The Firefox Javascript error console is saying only: Firefox Javascript错误控制台只说:

Warning: TypeError: asm.js type error: asm.js must end with a return export statement Source File: perlin_simplex.js Line: 9 警告:TypeError:asm.js类型错误:asm.js必须以返回导出语句结束源文件:perlin_simplex.js行:9

I have searched for help on what the error can be and find only https://github.com/zbjornson/human-asmjs which is generally very useful, but no help in this specific circumstance. 我已经搜索了有关错误的帮助,只找到https://github.com/zbjornson/human-asmjs ,这通常非常有用,但在这种特定情况下没有帮助。

What have I got wrong? 我有什么问题? How can this perlin noise function be asm.js-ised by a human? 这个perlin噪声函数怎么能被asm.js-ised一个人?

The problem is with the following lines: 问题在于以下几行:

F2 = (sqrt(3.0)-1.0)*0.5; F3 = 1.0/3.0;
G2 = (3.0-sqrt(3.0))/6.0; G3 = 1.0/6.0;

Only declarations are allowed in the top level scope of an asm.js module. 只能在asm.js模块的顶级范围内声明声明。 You're not allowed to define a variable in the top level scope. 您不能在顶级范围内定义变量。

According to the spec you may only assign literal values to global variables (amongst other import statements). 根据规范,您只能将文字值分配给全局变量(以及其他import语句)。 Hence you can't do the following either because F2 , F3 , G2 and G3 are not being assigned literal values: 因此,您无法执行以下操作,因为F2F3G2G3未分配文字值:

var floor = stdlib.Math.floor,
    sqrt = stdlib.Math.sqrt,
    random = new stdlib.Float32Array(heap),
    buf = new stdlib.Int32Array(heap),
    F2 = (sqrt(3.0)-1.0)*0.5, F3 = 1.0/3.0,
    G2 = (3.0-sqrt(3.0))/6.0, G3 = 1.0/6.0;

Hence you will need to move the definition of F2 , F3 , G2 and G3 into a function (perhaps the init function). 因此,您需要将F2F3G2G3的定义移动到一个函数(可能是init函数)中。 Thus your code should look like: 因此,您的代码应如下所示:

function SimplexNoise(stdlib,foreign,heap) {
    "use asm";

    var floor = stdlib.Math.floor,
        sqrt = stdlib.Math.sqrt,
        random = new stdlib.Float32Array(heap),
        buf = new stdlib.Int32Array(heap),
        F2 = 0.0, F3 = 0.0,
        G2 = 0.0, G3 = 0.0;

    function init() {
        F2 = (sqrt(3.0)-1.0)*0.5; F3 = 1.0/3.0;
        G2 = (3.0-sqrt(3.0))/6.0; G3 = 1.0/6.0;
        // rest of init
    }

    function noise2D(xin,yin) {
        // function body
    }

    return {
        init: init,
        noise2D: noise2D
    };
};

Human asm.js does tell you about this problem, but they give you the example of an array instead of a simple variable: 人类asm.js会告诉你这个问题,但是它们给你一个数组的例子而不是一个简单的变量:

Note that these typed arrays cannot be modified outside of a function: 请注意,这些类型化数组不能在函数外修改:

function MyModule(stdlib, foreign, heap) {
  var arr = new stdlib.Int8Array(heap);
  arr[0] = 1; // "asm.js must end with a return export statement"
  // ...
}

Instead do something like this: 而是做这样的事情:

function MyModule(stdlib, foreign, heap) {
  var arr = new stdlib.Int8Array(heap);
  function init() {
    arr[0] = 1;
  }

  return {
    init: init
  };
}

There you go. 你去吧 Isn't asm.js a big pain? asm.js不是很痛苦吗?

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