Commit graph pcbjam/scripts/build-gal-webgl-test.sh
Author SHA1 Message Date
Viktor Vaczi
b46b4b69f1 fix(wasm): Fix asyncify rewind with asyncify-aware dynCall shims
Emscripten 4.x removed dynCall_* WASM exports, breaking asyncify
rewind through indirect calls (modal dialogs, event handlers).
Generate JS shims that track Asyncify.exportCallStack and register
in wasmExports so doRewind can find them.

Also fixes empty callback functions ((() => {})) generated by
Emscripten 4.x + pthreads for HTML5 events, pthread entry,
sighandler, async timer, and main loop callbacks.

Build pipeline improvements:
- Stub wasm-opt/finalize in Docker (RAM limits), run on host
- Add setup-emsdk.sh for reproducible Emscripten setup
- Simplify env.sh and version management

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 12:26:48 +01:00
Viktor Vaczi
37d973f064 refactor(webgl): Move WebGL GAL from test harness to KiCad source tree
Migrate WebGL GAL implementation from tests/gal-regression/wasm/webgl/
to kicad/common/gal/webgl/ and kicad/include/gal/webgl/.

This integrates the WebGL GAL properly into KiCad's build system:
- Update test Makefile to use sources from kicad/ instead of local copies
- Update build scripts for new source locations
- Add test-gal-webgl.sh script for running WebGL regression tests
- Update Docker to Emscripten 4.0.22

The WebGL GAL passes all 28 regression tests (matching baseline).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 13:15:58 +01:00
Viktor Vaczi
d2f1a496f5 feat(webgl): Replace legacy GL with modern OpenGL ES 3.0
Major refactoring to remove ALL legacy OpenGL immediate mode calls from
WEBGL_GAL and replace them with WebGL 2.0/OpenGL ES 3.0 compatible code.

Key changes:
- Add MVP matrix uniform support (replaces glMatrixMode/glOrtho/glLoadMatrix)
- Add matrix math helpers (computeOrthoMatrix, multiplyMatrix4x4, etc.)
- Replace glBegin/glEnd/glVertex with vertex manager pattern
- Rewrite DrawCursor to use vertex manager and DrawLine() calls
- Rewrite DrawBitmap to use vertex manager with SHADER_FONT mode
- Replace glEnableClientState with glVertexAttribPointer
- Replace glDrawBuffer with glDrawBuffers (WebGL 2.0 API)
- Add fullscreen_quad.cpp/h for compositor Present()
- Update SHADER class with mat4 uniform support
- Add MultiplyMatrix() to vertex_manager for Transform()
- Remove all legacy GL stubs from wasm_stubs.cpp

Build now completes with FULL_ES3 mode (no LEGACY_GL_EMULATION).
Remaining issue: wxWidgets GL library calls glColor3f internally.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-07 23:33:49 +01:00
Viktor Vaczi
6c2cf85177 feat(webgl): Fix GL initialization and add GLSL ES shader conversion
Progress on WEBGL_GAL rendering:

- Fix GLImmediateShim initialization by adding GL function dependencies
  (glBegin, glEnd, glVertex2f, etc.) to $GLImmediateShim__deps
- Add COLOR4D(EDA_COLOR_T) constructor stub to wasm_stubs.cpp
- Fix GAL context locking - add LockContext/UnlockContext calls
- Add exception catching to build (-sNO_DISABLE_EXCEPTION_CATCHING)
- Create GLSL ES 1.00 shader converter in generate_shaders.py:
  - Remove #version 120 directive (ES 1.00 default)
  - Add precision highp float/int qualifiers
  - Convert int * float to float literals (2 * x -> 2.0 * x)
- Update build script to clean output files for linker flag changes
- Add console capture to test spec for debugging

Current status:
- WASM builds and loads successfully
- GLImmediateShim initializes correctly
- WEBGL_GAL creates successfully
- Shader compilation fails due to Emscripten LEGACY_GL_EMULATION
  prepending code that conflicts with custom shader precision

Next: Investigate shader compilation with LEGACY_GL_EMULATION or
consider alternative approaches for GL compatibility.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-07 21:59:21 +01:00
Viktor Vaczi
a4f444fea8 feat(webgl): Add WebGL GAL test infrastructure (Phase 1)
Add complete test infrastructure for WebGL GAL visual regression testing:

- scripts/test-gal-regression.sh: Master script that builds both backends,
  runs tests, and performs two-level comparison (native vs baseline,
  webgl vs native)
- scripts/build-gal-webgl-test.sh: WASM build using Makefile with em++
- tests/gal-regression/wasm/: WebGL test harness (stub WEBGL_GAL)
- tests/e2e/gal-webgl.spec.ts: Playwright test for screenshot capture

Fix Homebrew Emscripten environment in scripts/common/env.sh:
- Set EMSDK_PYTHON for Python 3.10+ (em++ reads this, not $PYTHON)
- Add bundled LLVM to PATH (Emscripten needs its clang with WASM backend)

Verified: Native vs Baseline passes (28/28), WebGL generates blank
screenshots as expected (WEBGL_GAL implementation is Phase 2).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-07 16:11:31 +01:00