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WebAssembly Simulator for Rust on RIOT with LVGL

WebAssembly Simulator for Rust on RIOT

Note: This is the rust branch that supports Watch Faces built with Rust

Simulate Rust on RIOT Watch Face in Web Browser (with WebAssembly), for easier development of custom watch faces

Read the articles...

Features

  1. Compiles actual Rust On RIOT Watch Face from Rust to WebAssembly without any code changes

  2. Uses GitHub Actions Workflow to build any fork of Rust On RIOT into WebAssembly

  3. Renders LVGL to HTML Canvas directly via WebAssembly, without using SDL2. See lvgl.html

  4. Supports RGB565 Framebuffer Format used by PineTime Display Controller, so that bitmaps will be rendered correctly. Custom Bitmap Demo / Source Code

  5. Shows current date and time

Upcoming Features

  1. Support Custom Fonts and Symbols for LVGL, by migrating LVGL v6 styles (used by pinetime-rust-riot) to v7 (used by lvgl-wasm)

  2. Accept Touch Input for LVGL

  3. Allow Watch Faces to be built online in Rust with online preview

References

How To Build The Simulator

To build PineTime Watch Face Simulator on Linux x64 or Arm64...

  1. Install emscripten and wabt. See instructions below.

  2. Install Rust from rustup.rs

  3. Enter...

    git clone --branch rust  https://github.com/AppKaki/lvgl-wasm
    cd lvgl-wasm
  4. Build the Rust app...

    rustup default nightly
    rustup target add wasm32-unknown-emscripten
    cargo build

    Ignore this error, we'll fix in the next step...

    error[E0432]: unresolved import `ad`
    --> /home/runner/.cargo/registry/src/github.com-1ecc6299db9ec823/cty-0.1.5/src/lib.rs:8:9
    pub use ad::*;
    ^^ maybe a missing crate `ad`?
    
  5. Change $HOME/.cargo/registry/src/github.com-*/cty-0.1.5/src/lib.rs

    From...

    target_arch = "arm"
    

    To...

    target_arch = "arm", target_arch = "wasm32"
    
    cat $HOME/.cargo/registry/src/github.com-*/cty-0.1.5/src/lib.rs \
        | sed 's/target_arch = "arm"/target_arch = "arm", target_arch = "wasm32"/' \
        >/tmp/lib.rs
    cp /tmp/lib.rs $HOME/.cargo/registry/src/github.com-*/cty-0.1.5/src/lib.rs
    rm /tmp/lib.rs
  6. Copy Rust Watch Face from our fork of pinetime-mynewt-rust into lvgl-wasm...

    rm -r rust/app
    # Assume that our fork of pinetime-mynewt-rust is at ~/pinetime-rust-riot
    cp -r ~/pinetime-rust-riot/rust/app rust

    This is the Rust On RIOT Watch Face that will be built into the Simulator.

  7. Change rust/app/Cargo.toml

    From...

    crate-type = ["staticlib"]
    

    To...

    crate-type = ["lib"]
    
    cat rust/app/Cargo.toml \
        | sed 's/crate-type = \["staticlib"\]/crate-type = \["lib"\]/' \
        >rust/app/Cargo.toml.new
    cp rust/app/Cargo.toml.new rust/app/Cargo.toml
    rm rust/app/Cargo.toml.new
  8. Build the LVGL WebAssembly app containing our Watch Face...

    cargo build
    make -f rust/Makefile
  9. Copy the generated WebAssembly files to the docs folder (used by GitHub Pages)...

    cp wasm/lvgl.js wasm/lvgl.wasm docs

    We don't need lvgl.html because docs already contains a version of lvgl.html with custom JavaScript.

  10. Start a Web Server for the docs folder, because WebAssembly doesn't work when opened from the filesystem.

    For Arm64: Use darkhttpd...

    darkhttpd docs

    For x64: Use the Chrome Extension Web Server for Chrome and set the folder to docs

  11. Launch a Web Browser and open the URL shown by darkhttpd or Web Server for Chrome.

    Enter lvgl.html in the URL bar to view the PineTime Watch Face Simulator.

In case of problems, compare with the following...

How It Works

Rust on RIOT WebAssembly is compiled in multiple parts...

  1. Watch Face Library in Rust, from rust

    Compiled with cargo with target wasm32-unknown-emscripten into a WebAssembly Static Library: target/wasm32-unknown-emscripten/debug/libwasm.a

    Contains the Watch Face code rust/app, LVGL wrapper rust/lvgl, WebAssembly interface rust/wasm

    Uses macros from rust/macros

  2. LVGL Library in C, from src

    Compiled from C to WebAssembly with emscripten

  3. WebAssembly Interface in C, from wasm/lvgl.c

    Compiled from C to WebAssembly with emscripten

The Makefile rust/Makefile links the above into WebAssembly like this...

emcc -o wasm/lvgl.html \
	-Wl,--start-group \
  target/wasm32-unknown-emscripten/debug/libwasm.a \
	(List of C and C++ object files from LVGL and InfiniTime Sandbox) \
	-Wl,--end-group \
	-g \
	-I src/lv_core \
	-D LV_USE_DEMO_WIDGETS \
	-s WASM=1 \
    -s "EXPORTED_FUNCTIONS=[ '_main', '_get_display_buffer', '_get_display_width', '_get_display_height', '_test_display', '_init_display', '_render_display', '_render_widgets', '_create_clock', '_refresh_clock', '_update_clock' ]"

The emscripten compiler emcc generates three files in folder wasm...

  • lvgl.wasm: WebAssembly Executable Code, containing our Watch Face, LVGL and the InfiniTime Sandbox. Sample File

  • lvgl.js: Provides the JavaScript glue that's needed to load lvgl.wasm and run it in a Web Browser. Sample File

  • lvgl.html: The HTML file that calls lvgl.js to render the user interface.

    We won't be using this file, because we have a custom version of lvgl.html

EXPORTED_FUNCTIONS are the C functions that will be exposed from WebAssembly to JavaScript. See the section on "Exported Functions" below.

Rename the HTML files

Because we use a custom lvgl.html, we rename the generated lvgl.html to prevent overwriting...

# Rename the HTML files so we don't overwrite the updates
mv wasm/lvgl.html wasm/lvgl.old.html

Dump the WebAssembly modules

For troubleshooting, we may dump the text version of the WebAssembly module to lvgl.txt...

# Dump the WebAssembly modules
wasm-objdump -x wasm/lvgl.wasm >wasm/lvgl.txt

Sample lvgl.txt

Patch for cty crate

This error appears because WebAssembly is not defined for the imported C types...

error[E0432]: unresolved import `ad`
 --> /home/luppy/.cargo/registry/src/github.com-1ecc6299db9ec823/cty-0.1.5/src/lib.rs:8:9
  |
8 | pub use ad::*;
  |         ^^ maybe a missing crate `ad`?

Edit ~/.cargo/registry/src/github.com-*/cty-0.1.5/src/lib.rs

Under aarch64, insert a line for wasm32...

#[cfg(any(target_arch = "aarch64",
          target_arch = "arm",
          target_arch = "asmjs",
          target_arch = "powerpc",
          target_arch = "powerpc64",
          target_arch = "s390x",
          target_arch = "wasm32"))]
mod ad {
    pub type c_char = ::c_uchar;

    pub type c_int = i32;
    pub type c_uint = u32;
}

If we see this error...

error: language item required, but not found: `eh_personality`

Check Cargo.toml...

[profile.dev]
panic         = "abort"     # Disable stack unwinding on panic

Rust on RIOT Sandbox

Rust on RIOT Simulator runs in a Web Browser based on WebAssembly (somewhat similar to Java Applets). More about WebAssembly

Our Watch Face Module in Rust from rust/app calls functions from two providers...

  1. LVGL UI Toolkit Library

  2. Rust on RIOT

lvgl-wasm simulates the minimal set of functions needed for rendering Watch Faces. (RIOT is not supported by the Simulator)

Hence lvgl-wasm works like a Sandbox. Here's how the Sandbox works...

Exported Functions

The Sandbox exports the following WebAssembly functions from C to JavaScript...

Clock Functions

These functions create the Watch Face from the rust/app module, render the LVGL widgets on the Watch Face, and update the time...

  • create_clock()

    Create an instance of the clock.

    From clock/ClockHelper.cpp

  • refresh_clock()

    Redraw the clock.

    From clock/ClockHelper.cpp

  • update_clock(year, month, day, hour, minute, second)

    Set the current date and time in DateTimeController. The time needs to be adjusted for the current timezone, see the JavaScript call to update_clock() below.

    From clock/ClockHelper.cpp

    TODO: This code needs to be fixed to show the correct date and time

Display Functions

These functions initialise the LVGL library and render the LVGL Widgets to the WebAssembly Display Buffer...

  • init_display()

    Init the LVGL display.

    From wasm/lvgl.c

  • render_display()

    Render the LVGL display in 16-bit RGB565 format. From wasm/lvgl.c

    Calls the WebAssembly Display Driver defined in wasm/lv_port_disp.c

    Which calls put_display_px() to draw individual pixels to the the WebAssembly Display Buffer: wasm/lvgl.c

Display Buffer Functions

The WebAssembly Display Driver maintains a Display Buffer: 240 x 240 array of pixels, 4 bytes per pixel, in RGBA colour format: wasm/lvgl.c

///  RGBA WebAssembly Display Buffer that will be rendered to HTML Canvas
#define LV_HOR_RES_MAX          240
#define LV_VER_RES_MAX          240
#define DISPLAY_BYTES_PER_PIXEL 4
uint8_t display_buffer[LV_HOR_RES_MAX * LV_VER_RES_MAX * DISPLAY_BYTES_PER_PIXEL];

Our JavaScript code copies the Display Buffer from WebAssembly Memory and renders to HTML Canvas by calling the following functions...

  • get_display_width()

    Returns 240, the width of the WebAssembly Display Buffer.

    From wasm/lvgl.c

  • get_display_height()

    Returns 240, the height of the WebAssembly Display Buffer.

    From wasm/lvgl.c

  • get_display_buffer()

    Return the WebAssembly Address of the WebAssembly Display Buffer.

    From wasm/lvgl.c

Note that JavaScript is allowed to read and write to WebAssembly Memory (treating it like a JavaScript array of bytes). But WebAssembly can't access any JavaScript Memory.

That's why we designed the Display Buffer Functions to manipulate WebAssembly Memory.

Test Functions

For testing only...

  • test_display()

    (For Testing) Render a colour box to the WebAssembly Display Buffer.

    From wasm/lvgl.c

  • render_widgets()

    (For Testing) Render a Button Widget and a Label Widget.

    From wasm/lvgl.c

Other Functions

Sandbox API

The Sandbox simulates Rust on RIOT OS by exposing the following Rust modules to the Watch Face Module in rust/app...

New Modules

The following Rust modules were created for the Simulator...

  • rust/wasm

    Exposes the Rust functions create_clock, refresh_clock, update_clock that will be called by the C WebAssembly Functions above.

    See rust/wasm/src/lib.rs

Mocked Modules

The following Rust on RIOT modules from were mocked up (i.e. made non-functional) to run in the Simulator...

(None)

Reused Classes

The following modules were reused from Rust on RIOT with minor changes...

Sandbox Styles

TODO: Port the LVGL v6 styles from Rust on RIOT to v7 for the Simulator

Simulator JavaScript

The JavaScript functions here call the Exported WebAssembly Functions to render the Watch Face. From docs/lvgl.html

Initialise WebAssembly

We register a callback in the emscripten API, to be notified when the WebAssembly Module lvgl.wasm has been loaded...

//  In JavaScript: Wait for emscripten to be initialised
Module.onRuntimeInitialized = function() {
  //  Render LVGL to HTML Canvas
  render_canvas();
};

Initialise LVGL Display

When the WebAssembly Module lvgl.wasm has been loaded, we call the WebAssembly Function init_display() to initialise the LVGL display...

/// In JavaScript: Create the Watch Face in WebAssembly
function render_canvas() {
  //  Init LVGL Display
  Module._init_display();

Create Watch Face

Then we create the LVGL Watch Face Class from Clock.cpp...

  //  Create the Watch Face in WebAssembly
  Module._create_clock();

Update Watch Face Time

Every minute we update the Watch Face time in DateTimeController...

/// In JavaScript: Update the Watch Face time in WebAssembly and render the WebAssembly Display Buffer to the HTML Canvas
function updateCanvas() {
  //  Update the WebAssembly Date and Time: year, month, day, hour, minute, second
  const localTime = new Date();
  const timezoneOffset = localTime.getTimezoneOffset();  //  In mins
  //  Compensate for the time zone
  const now = new Date(
    localTime.valueOf()             //  Convert time to millisec
    - (timezoneOffset * 60 * 1000)  //  Convert mins to millisec
  );
  Module._update_clock(
    now.getFullYear(),
    now.getMonth() - 1,  //  getMonth() returns 1 to 12
    now.getDay(), 
    now.getHours(),
    now.getMinutes(),
    now.getSeconds()
  );

Note that we need to compensate for the timezone.

Redraw Watch Face

And redraw the Watch Face in Clock.cpp...

  //  Update the Watch Face time in WebAssembly
  Module._refresh_clock();

Render LVGL Widgets to WebAssembly Display Buffer

We call LVGL to render the Widgets into the WebAssembly Display Buffer...

  //  Render LVGL Widgets to the WebAssembly Display Buffer
  Module._render_display();

Resize HTML Canvas

We resize the HTML Canvas to PineTime's 240 x 240 resolution, scaled by 2 times...

  const DISPLAY_SCALE = 2;  //  Scale the canvas width and height

  //  Fetch the PineTime dimensions from WebAssembly Display Buffer
  var width = Module._get_display_width();
  var height = Module._get_display_height();

  //  Resize the canvas to PineTime dimensions (240 x 240)
  if (
    Module.canvas.width != width * DISPLAY_SCALE ||
    Module.canvas.height != height * DISPLAY_SCALE
  ) {
    Module.canvas.width = width * DISPLAY_SCALE;
    Module.canvas.height = height * DISPLAY_SCALE;
  }

Fetch HTML Canvas

We fetch the HTML Canvas...

  //  Fetch the canvas pixels
  var ctx = Module.canvas.getContext('2d');
  var imageData = ctx.getImageData(0, 0, width * DISPLAY_SCALE, height * DISPLAY_SCALE);
  var data = imageData.data;

Copy WebAssembly Display Buffer to HTML Canvas

We copy the pixels from the WebAssembly Display Buffer to the HTML Canvas (which uses 24-bit RGBA format)...

  const DISPLAY_SCALE = 2;  //  Scale the canvas width and height
  const DISPLAY_BYTES_PER_PIXEL = 4;  //  4 bytes per pixel: RGBA

  //  Copy the pixels from the WebAssembly Display Buffer to the canvas
  var addr = Module._get_display_buffer();
  Module.print(`In JavaScript: get_display_buffer() returned ${toHex(addr)}`);          
  for (var y = 0; y < height; y++) {
    //  Scale the pixels vertically to fill the canvas
    for (var ys = 0; ys < DISPLAY_SCALE; ys++) {
      for (var x = 0; x < width; x++) {
        //  Copy from src to dest with scaling
        const src = ((y * width) + x) * DISPLAY_BYTES_PER_PIXEL;
        const dest = ((((y * DISPLAY_SCALE + ys) * width) + x) * DISPLAY_BYTES_PER_PIXEL) 
          * DISPLAY_SCALE;
        //  Scale the pixels horizontally to fill the canvas
        for (var xs = 0; xs < DISPLAY_SCALE; xs++) {
          const dest2 = dest + xs * DISPLAY_BYTES_PER_PIXEL;
          //  Copy 4 bytes: RGBA
          for (var b = 0; b < DISPLAY_BYTES_PER_PIXEL; b++) {
            data[dest2 + b] = Module.HEAPU8[addr + src + b];
          }
        }
      }
    }
  }

Note that JavaScript is allowed to read and write to WebAssembly Memory (treating it like a JavaScript array of bytes in Module.HEAPU8[]). But WebAssembly can't access any JavaScript Memory.

That's why we designed the Display Buffer Functions to manipulate WebAssembly Memory.

Paint the HTML Canvas

Finally we update the HTML Canvas...

  //  Paint the canvas
  ctx.putImageData(imageData, 0, 0);
}

Install emscripten on Ubuntu x64

See the GitHub Actions Workflow...

.github/workflows/ccpp.yml

Look for the steps...

  1. "Install emscripten"

  2. "Install wabt"

Change /tmp to a permanent path like ~

Then add emscripten and wabt to the PATH...

# Add emscripten and wabt to the PATH
source ~/emsdk/emsdk_env.sh
export PATH=$PATH:~/wabt/build

Install emscripten on Arch Linux / Manjaro Arm64

Works on Pinebook Pro with Manjaro...

sudo pacman -S emscripten
sudo pacman -S wabt
source /etc/profile.d/emscripten.sh
emcc --version
# Shows emscripten version 1.39.20
wasm-as --version
# Shows binaryen version 95

For emscripten version 1.40.x and newer

emscripten and binaryen will probably work, skip the rest of this section.

For emscripten version 1.39.x and binaryen version 95 only

This will fail during the build, because emscripten 1.39 needs binaryen version 93, not 95.

We could install binaryen version 93... But emcc will fail with an error "stackSave already exists". That's because binaryen 93 generates the "stackSave" that conflicts with emscripten 1.39.20. More details here

To fix this, we install binaryen version 94, but rename it as version 93...

# Download binaryen 94
git clone --branch version_94 https://github.com/WebAssembly/binaryen
cd binaryen
nano CMakeLists.txt 

Change

   project(binaryen LANGUAGES C CXX VERSION 94)

To

   project(binaryen LANGUAGES C CXX VERSION 93)

Then build and install binaryen...

cmake .
make -j 5
sudo cp bin/* /usr/bin
sudo cp lib/* /usr/lib
wasm-as --version
# Shows binaryen "version 93 (version_94)"

binaryen is now version 93, which is correct. Proceed to build the app...

cd lvgl-wasm
rm -rf ~/.emscripten_cache
make clean
make -j 5

The app build should complete successfully.

emcc Error: Unexpected binaryen version

If we see this error...

   emcc: error: unexpected binaryen version: 95 (expected 93) [-Wversion-check] [-Werror]
   FAIL: Compilation failed!: ['/usr/lib/emscripten/emcc', '-D_GNU_SOURCE', '-o', '/tmp/tmpbe4ik5na.js', '/tmp/tmpzu5jusdg.c', '-O0', '--js-opts', '0', '--memory-init-file', '0', '-Werror', '-Wno-format', '-s', 'BOOTSTRAPPING_STRUCT_INFO=1', '-s', 'WARN_ON_UNDEFINED_SYMBOLS=0', '-s', 'STRICT=1', '-s', 'SINGLE_FILE=1']

emcc Error: stackSave already exists

Then we need to install the right version of binaryen (see above)

If we see this error...

   Fatal: Module::addExport: stackSave already exists
   emcc: error: '/usr/bin/wasm-emscripten-finalize --detect-features --global-base=1024 --check-stack-overflow /tmp/emscripten_temp_84xtyzya/tmpzet09r88.wasm -o /tmp/emscripten_temp_84xtyzya/tmpzet09r88.wasm.o.wasm' failed (1)
   FAIL: Compilation failed!: ['/usr/lib/emscripten/emcc', '-D_GNU_SOURCE', '-o', '/tmp/tmpzet09r88.js', '/tmp/tmpxk8zxvza.c', '-O0', '--js-opts', '0', '--memory-init-file', '0', '-Werror', '-Wno-format', '-s', 'BOOTSTRAPPING_STRUCT_INFO=1', '-s', 'WARN_ON_UNDEFINED_SYMBOLS=0', '-s', 'STRICT=1', '-s', 'SINGLE_FILE=1']

That means binaryen 93 generates the "stackSave" that conflicts with emscripten 1.39.20. More details here

We need to install branch version_94 of binaryen, change version in CMakeLists.txt to version 93 (see above)

Install emscripten on macOS (Doesn't Work)

Enter these commands...

brew install emscripten
brew install binaryen
# Upgrade llvm to 10.0.0
brew install llvm
brew upgrade llvm
nano /usr/local/Cellar/emscripten/1.40.1/libexec/.emscripten

Change BINARYEN_ROOT and LLVM_ROOT to

BINARYEN_ROOT = os.path.expanduser(os.getenv('BINARYEN', '/usr/local')) # directory
LLVM_ROOT = os.path.expanduser(os.getenv('LLVM', '/usr/local/opt/llvm/bin')) # directory

Fails with error:

   emcc: warning: LLVM version appears incorrect (seeing "10.0", expected "12.0") [-Wversion-check]
   shared:INFO: (Emscripten: Running sanity checks)
   clang-10: error: unknown argument: '-fignore-exceptions'
   emcc: error: '/usr/local/opt/llvm/bin/clang -target wasm32-unknown-emscripten -D__EMSCRIPTEN_major__=1 -D__EMSCRIPTEN_minor__=40 -D__EMSCRIPTEN_tiny__=1 -D_LIBCPP_ABI_VERSION=2 -Dunix -D__unix -D__unix__ -Werror=implicit-function-declaration -Xclang -nostdsysteminc -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/include/compat -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/include -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/include/libc -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/lib/libc/musl/arch/emscripten -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/local/include -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/include/SSE -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/lib/compiler-rt/include -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/lib/libunwind/include -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/cache/wasm/include -DEMSCRIPTEN -fignore-exceptions -Isrc/lv_core -D LV_USE_DEMO_WIDGETS ././src/lv_core/lv_group.c -Xclang -isystem/usr/local/Cellar/emscripten/1.40.1/libexec/system/include/SDL -c -o /var/folders/gp/jb0b68fn3b187mgyyrjml3km0000gn/T/emscripten_temp_caxv1fls/lv_group_0.o -mllvm -combiner-global-alias-analysis=false -mllvm -enable-emscripten-sjlj -mllvm -disable-lsr' failed (1)