I’ve been studying WebAssembly recently, which has included porting some of my
m4vga graphics demos. I started with the Rust and WebAssembly
Tutorial, which has you use fancy tools like wasm-pack,
wasm-bindgen, webpack, and npm to produce a Rust-powered webpage.
And that’s great! But I want to know how things actually work, and those tools
put a lot of code between me and the machine.
In this post, I’ll show how to create a simple web graphics demo using none of
those tools — just hand-written Rust, JavaScript, and HTML. There will be
no libraries between our code and the platform. It’s the web equivalent of bare
metal programming!
The resulting WebAssembly module will be less than 300 bytes. That’s about
the same size as the previous paragraph.
If this isn’t your first time visiting my blog, you may recall that I’ve spent
the past several years building an elaborate microcontroller graphics
demo using C++.
Over the past few months, I’ve been rewriting it — in Rust.
This is an interesting test case for Rust, because we’re very much in C/C++’s
home court here: the demo runs on the bare metal, without an operating system,
and is very sensitive to both CPU timing and memory usage.
The results so far? The Rust implementation is simpler, shorter (in lines of
code), faster, and smaller (in bytes of Flash) than my heavily-optimized C++
version — and because it’s almost entirely safe code, several types of
bugs that I fought regularly, such as race conditions and dangling pointers, are
now caught by the compiler.
It’s fantastic. Read on for my notes on the process.
This post is the fourth in a series looking at the
design and implementation of my Glitch demo and the
m4vgalib code that powers it.
In part three we took a deep dive into the STM32F407’s internal architecture,
and looked at how to sustain the high-bandwidth flow that we set up in part
two.
Great, so we have pixels streaming from RAM at a predictable rate — but we
don’t have enough RAM to hold an entire frame’s worth of 8-bit pixels! What to
do?
Why, we generate the pixels as they’re needed, of course! But that’s easier
said than done: generate them how, and from what?
In this article, I’ll take a look at m4vgalib’s answer to these questions:
the rasterizer.
This post is the third in a series looking at the
design and implementation of my Glitch demo and the
m4vgalib code that powers it.
In part two, I showed a fast way to push pixels out of an STM32F407 by getting
the DMA controller to run at top speed. I described the mode as follows:
It just runs full-tilt, restricted only by the speed of the “memory” [or
memory-mapped peripheral] at either side…
But there’s a weakness in this approach, which can introduce jitter and hurt your video quality. I hinted at it in a footnote:
…and traffic on the AHB matrix, which is very important — I’ll come back
to this.
Quite a bit of m4vgalib’s design is dedicated to coordinating matrix traffic,
while imposing few restrictions on the application. In this article, with a
minimum of movie puns, I’ll explain what that that means and how I achieved it.
This post is the second in a series looking at the
design and implementation of my Glitch demo and the
m4vgalib code that powers it.
Updated 2015-06-10: clarifications from reader feedback.
For the first technical part in the series, I’d like to start from the very
end: getting the finished pixels out of the microprocessor and off to a display.
Why start from the end? Because it’s where I started in my initial experiments,
and because my decisions here had significant effects on the shape of the rest
of the system.
Thingiverse has deployed my modifications to Thingiviewer, which were first
seen on this very site powering the 3D Thing Previews. The internet is now just
a little bit better. Woot!
I did this because it was an immense technical challenge. Read on for details,
including links to a series of blog posts I wrote examining the code in detail.
Here’s a collection of WebAssembly graphics demos and effects I’ve written. Most
of these are trying to pack the most pizzazz into the smallest number of bytes.