Used __builtin_wasm_memory_size(0) instead of having the Javascript code call init_mem with the initial page count. Added a simple <div> below the canvas that can hold any number of labels that can be filled/updated through jsSetLabel which lives in a new file misc_functions.js.
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@@ -39,7 +39,6 @@
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"CWASM_ENABLE_DBG_LEVEL_INFO",
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"CWASM_ENABLE_DBG_LEVEL_WARNING",
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"CWASM_ENABLE_DBG_LEVEL_WARNING",
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"CWASM_NO_STB_IMAGE",
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"DbgLevel_Count",
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"DbgLevel_Debug",
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"DbgLevel_Error",
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@@ -444,7 +443,6 @@
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"void jsGlBindBuffer(GlEnum bufferType, GlId bufferId)",
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"void jsGlBindTexture(GlEnum target, GlId textureId)",
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"void jsGlBindVertexArray(GlId vaoId)",
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"void jsGlBlendEquation(GlEnum equation)",
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"void jsGlBlendFunc(GlEnum srcFactor, GlEnum dstFactor)",
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"void jsGlBlendFuncSeparate(GlEnum srcRGB, GlEnum dstRGB, GlEnum srcAlpha, GlEnum dstAlpha)",
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"void jsGlBufferData(GlEnum bufferType, u32 dataLength, const void* dataPntr, GlEnum usageHint)",
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@@ -464,7 +462,6 @@
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"void jsGlFrontFace(GlEnum cullMode)",
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"void jsGlGenerateMipmap(GlEnum target)",
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"void jsGlLinkProgram(GlId programId)",
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"void jsGlPixelStorei(GlEnum parameter, int value)",
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"void jsGlShaderSource(GlId shaderId, int sourceLength, const char* sourcePntr)",
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"void jsGlTexImage2D(GlEnum target, GlEnum level, GlEnum internalFormat, int width, int height, int border, GlEnum format, GlEnum type, int dataLength, const void* dataPntr)",
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"void jsGlTexParameteri(GlEnum target, GlEnum parameter, int value)",
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@@ -489,6 +486,7 @@
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"void jsGlUniformMatrix4fv(GlId locationId, const mat4* valuesPntr)",
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"void jsGlUseProgram(GlId programId)",
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"void jsGlVertexAttribPointer(GlEnum attribLocation, int componentCount, GlEnum componentType, bool normalized, int stride, int offset)",
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"void jsSetLabel(const char* labelIdStr, const char* labelStr)",
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"void* AllocMemUnaligned(Arena* arena, u32 numBytes)",
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"void* ReallocMemAligned(Arena* arena, void* oldPntr, u32 oldSize, u32 newSize, u32 newAlignment)",
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],
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