3 ms·
> Right now, different runtimes don't have any way to communicate what type an object or function is. That's what component model is trying to figure out. Witho
by LegionMammal978 3y ago
> Right now, different runtimes don't have any way to communicate what type an object or function is. That's what component model is trying to figure out. Without that, there's not really a way for a ref to do anyone any good, as far as I know.
All of that seems like more of a convenience than a necessity: even with just the current implementation of host references, it's perfectly possible to track objects purely through indices into a big table, using reference-counting on the module's side, with no JS assistance necessary.
In fact, wasm-bindgen has already implemented support for tracking JS objects as host references in this way, via the --reference-types flag [0]. I've tried out this flag with their WebGL example, and the shims are indeed very minimal: JS objects passed as input aruments go directly into the target functions, without any sort of decoding or lookups. However, JS objects as outputs are still inserted into the table by the shims (calling back into the module to get a free index), which I presume is just a limitation of Rust not being able to express a host reference stored in a local while calling another function.
So overall, there's no fundamental issue blocking native functions (or methods, through a bound Function.prototype.call) from being called from WASM with no shims at all, as long as the module can implement any sort of basic index allocator. Though I'd imagine sufficiently-simple shims would get compiled down to hardly anything regardless, in case that turns out to be more performant than Function.prototype.call.
[0] https://rustwasm.github.io/wasm-bindgen/reference/reference-types.html https://rustwasm.github.io/wasm-bindgen/reference/reference-...
- jauntywundrkind 3y agowasm-bindgen is writing it's own ABI, but still involves a ton of auto-generated JS stubs running for you in the background. it works great! you would never know it's there, but it has a serious performance hit versus actual host object bridging (what we're working towards) since it has to keep serializing things over MessageChannels. You can read some about the auto-generated shims here, https://rustwasm.github.io/docs/wasm-bindgen/contributing/design/importing-js.html https://rustwasm.github.io/docs/wasm-bindgen/contributing/de... . And you can see that wasm-bindgen doesn't actually send objects into Rust, but instead has shims here: https://rustwasm.github.io/docs/wasm-bindgen/contributing/design/js-objects-in-rust.html https://rustwasm.github.io/docs/wasm-bindgen/contributing/de... Component Model is designed to eliminate the need for having this autogenerated rpc system & many of these shims, and let wasm itself actually hold references & invoke/use objects in a genuinely shared fashion.
- LegionMammal978 3y ago> but it has a serious performance hit versus actual host object bridging (what we're working towards) since it has to keep serializing things over MessageChannels. I don't understand what you mean? With the --reference-types flag I mentioned, wasm-bindgen is literally passing the JavaScript objects in and out of the shims with absolutely no serialization or indirection on the JavaScript side: the only indirection is on the module's side, when it stores all the host references in a big table and passes around indices to them. To give a concrete example, I've attached the entirety of the JavaScript code that wasm-bindgen generates with --reference-types enabled on its WebGL example [0]. You can see how many of the shims do absolutely nothing but call the underlying function, even when they take arbitrary JS objects as arguments: imports.wbg.__wbg_attachShader_06c432ad16c8823a = function(arg0, arg1, arg2) { arg0.attachShader(arg1, arg2); }; imports.wbg.__wbg_bindBuffer_c0ef32bca575b1bf = function(arg0, arg1, arg2) { arg0.bindBuffer(arg1 >>> 0, arg2); }; imports.wbg.__wbg_clear_7f98b4d14a417e94 = function(arg0, arg1) { arg0.clear(arg1 >>> 0); }; imports.wbg.__wbg_clearColor_d0e4ba6b3de36fbc = function(arg0, arg1, arg2, arg3, arg4) { arg0.clearColor(arg1, arg2, arg3, arg4); }; imports.wbg.__wbg_compileShader_81181e6a219b7098 = function(arg0, arg1) { arg0.compileShader(arg1); }; So as you can see, we already have direct bridging, as long as the JS objects can be treated as opaque. In fact, the code works just as well if we ditch the anonymous functions entirely, and import the native methods directly into the WASM module (though wasm-bindgen currently doesn't do this on its own, and I have no idea how this affects performance): imports.wbg.__wbg_attachShader_06c432ad16c8823a = Function.prototype.call.bind(WebGL2RenderingContext.prototype.attachShader), imports.wbg.__wbg_bindBuffer_c0ef32bca575b1bf = Function.prototype.call.bind(WebGL2RenderingContext.prototype.bindBuffer), imports.wbg.__wbg_clear_7f98b4d14a417e94 = Function.prototype.call.bind(WebGL2RenderingContext.prototype.clear), imports.wbg.__wbg_clearColor_d0e4ba6b3de36fbc = Function.prototype.call.bind(WebGL2RenderingContext.prototype.clearColor), imports.wbg.__wbg_compileShader_81181e6a219b7098 = Function.prototype.call.bind(WebGL2RenderingContext.prototype.compileShader), Serialization and deserialization are really only needed if we have record types filled with raw data like numbers and strings that we want to ergonomically manipulate on the JavaScript side. If we just need to track opaque handle objects, as with WebGL or WebGPU, then WASM's feature of host references is already sufficient to avoid serialization overhead. [0] https://gist.github.com/LegionMammal978/9c4ac4de47b3b365a50a90944d95ad56 https://gist.github.com/LegionMammal978/9c4ac4de47b3b365a50a...