README-nacl.txt
author Ryan C. Gordon <icculus@icculus.org>
Wed, 25 Jun 2014 17:24:06 -0400
changeset 8956 a99e30f2bf0a
parent 8877 0d691f3734ac
permissions -rw-r--r--
Patched to compile on Windows.
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================================================================================
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Simple DirectMedia Layer for Native Client
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================================================================================
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Requirements: 
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    * Native Client SDK (https://developer.chrome.com/native-client), 
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      (tested with Pepper version 33 or higher).
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The SDL backend for Chrome's Native Client has been tested only with the PNaCl
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toolchain, which generates binaries designed to run on ARM and x86_32/64 
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platforms. This does not mean it won't work with the other toolchains!
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================================================================================
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Building SDL for NaCl
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================================================================================
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Set up the right environment variables (see naclbuild.sh), then configure SDL with:
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    configure --host=pnacl --prefix some/install/destination
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Then "make". 
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As an example of how to create a deployable app a Makefile project is provided 
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in test/nacl/Makefile, which includes some monkey patching of the common.mk file 
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provided by NaCl, without which linking properly to SDL won't work (the search 
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path can't be modified externally, so the linker won't find SDL's binaries unless 
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you dump them into the SDK path, which is inconvenient).
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Also provided in test/nacl is the required support file, such as index.html, 
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manifest.json, etc.
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SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
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This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
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hiding the asynchronous nature of the browser behind the scenes...which is not the
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same as making it disappear!
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================================================================================
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Running tests
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================================================================================
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Due to the nature of NaCl programs, building and running SDL tests is not as
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straightforward as one would hope. The script naclbuild.sh in build-scripts 
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automates the process and should serve as a guide for users of SDL trying to build 
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their own applications.
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Basic usage:
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    ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
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This will build testgles2.c by default.
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If you want to build a different test, for example testrendercopyex.c:
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    SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
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Once the build finishes, you have to serve the contents with a web server (the
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script will give you instructions on how to do that with Python).
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================================================================================
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RWops and nacl_io
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================================================================================
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SDL_RWops work transparently with nacl_io. Two functions control the mount points:
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    int mount(const char* source, const char* target, 
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                      const char* filesystemtype, 
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                      unsigned long mountflags, const void *data);
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    int umount(const char *target);
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    For convenience, SDL will by default mount an httpfs tree at / before calling 
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the app's main function. Such setting can be overridden by calling:
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    umount("/");
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And then mounting a different filesystem at /
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It's important to consider that the asynchronous nature of file operations on a
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browser is hidden from the application, effectively providing the developer with
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a set of blocking file operations just like you get in a regular desktop 
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environment, which eases the job of porting to Native Client, but also introduces 
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a set of challenges of its own, in particular when big file sizes and slow 
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connections are involved.
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For more information on how nacl_io and mount points work, see:
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    https://developer.chrome.com/native-client/devguide/coding/nacl_io
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    https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
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To be able to save into the directory "/save/" (like backup of game) :
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    mount("", "/save", "html5fs", 0, "type=PERSISTENT");
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And add to manifest.json :
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  "permissions": [
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     "unlimitedStorage"
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  ]
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================================================================================
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TODO - Known Issues
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================================================================================
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* Testing of all systems with a real application (something other than SDL's tests)
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* Key events don't seem to work properly
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