emscripten

How to call a webassembly method in vue.js?

冷暖自知 提交于 2020-01-05 07:12:48
问题 I'm trying to transpose to vue.js this simple html page add.html: <!DOCTYPE html> <html> <head> <meta charset="utf-8"/> </head> <body> <input type="button" value="Add" onclick="callAdd()" /> <script> function callAdd() { const result = Module.ccall('Add', 'number', ['number', 'number'], [1, 2]); console.log(`Result: ${result}`); } </script> <script src="js_plumbing.js"></script> </body> </html> which calls the Add function defined in add.c : #include <stdlib.h> #include <emscripten.h> // If

How to generate standalone webassembly with emscripten

爷,独闯天下 提交于 2020-01-05 05:11:18
问题 The documentation offers two options: let optimizer strip unnecessary code and then replace the .js glue with your own, or use SIDE_MODULE flag. Both options result in a memory import (instead of export), and in the case of SIDE_MODULE a ton of extra imports/exports are also defined. Compare it to a clean output provided by Webassembly Studio: (module (type $t0 (func)) (type $t1 (func (result i32))) (func $__wasm_call_ctors (type $t0)) (func $main (export "main") (type $t1) (result i32) i32

Emscripten using Filesystem FS

好久不见. 提交于 2020-01-04 12:51:32
问题 I am wondering how to use the FS in Emscripten. I think i have done all the things mentioned in the wiki, but i still get Uncaught ReferenceError: FS is not defined . If i search the resulting *.js file for the literal FS there is no occurrence, i thought there should be. here is the code i have so far. InfoMedia.cpp #include <math.h> //testing include extern "C" { // testing function int int_sqrt(int x) { return sqrt(x); } }// extern c compiled with emcc -s EXPORTED_FUNCTIONS="['_int_sqrt']"

Emscripten using Filesystem FS

[亡魂溺海] 提交于 2020-01-04 12:49:41
问题 I am wondering how to use the FS in Emscripten. I think i have done all the things mentioned in the wiki, but i still get Uncaught ReferenceError: FS is not defined . If i search the resulting *.js file for the literal FS there is no occurrence, i thought there should be. here is the code i have so far. InfoMedia.cpp #include <math.h> //testing include extern "C" { // testing function int int_sqrt(int x) { return sqrt(x); } }// extern c compiled with emcc -s EXPORTED_FUNCTIONS="['_int_sqrt']"

Emscripten with module loaders

微笑、不失礼 提交于 2020-01-01 18:58:28
问题 I'm trying to use Emscripten to turn a C library into a portable JavaScript module, that will be loaded by an AMD (such as Require.JS) and provide access to its functions and things: require("vendor/mylib.js", function(mylib) { mylib.function1(); }); However, I've seen that Emscripten pollutes the global namespace with lots of variables, which is against the premise that modules should be independent and not collide with other loaded modules. So the question is: What's the best way to use

How to use WebAssembly from node.js?

…衆ロ難τιáo~ 提交于 2020-01-01 05:03:12
问题 I am currently working on a personal Node.js (>=8.0.0) project which requires me to call C subroutines (to improve execution time). I am trying to use WebAssembly to do this since I need my final code to be compatible when opened in a browser. I have used Emscripten to compile C code into WebAssembly, and do not know how to proceed after this. Any help in the right direction would be great. Thanks! 回答1: You can build a .wasm file (standalone) without JS glue file. Someone has answered the

emscripten: How can I solve UnboundTypeError

こ雲淡風輕ζ 提交于 2019-12-30 06:32:14
问题 I am trying to build with emscripten a program which uses std::vector and std::map and the compilation is successful. However, when I ran it on the web browser(firefox/chrome), UnboundTypeError was catched. [03:21:26.453] UnboundTypeError: Cannot call intArrayToVector due to unbound types: Pi Here is c++ code and HTML file which uses generated javascript code. test.cpp: #include <vector> #include <emscripten/bind.h> using namespace emscripten; std::vector<int> intArrayToVector(int* input, int

Alpha rendering difference between OpenGL and WebGL

不羁岁月 提交于 2019-12-28 03:12:09
问题 I'm rendering the same scene using the same exact C++ code, once to native OpenGL on windows and once using Emscripten to WebGL. Everything in the scene looks exactly the same, except when I'm rendering something with alpha != 1.0. The difference looks like this: The blue cube color is (0.0, 0.0, 1.0, 0.5) The shader used for rendering the cube does nothing except draw the color. On the right is how it looks with OpenGL and is the expected result, just blue with half transparency. On the left

Issue specifying option while using Emscripten (Emcmake)

守給你的承諾、 提交于 2019-12-24 10:56:30
问题 My question is regarding using a CMakeLists.txt with Emscriptem and specifying the output type along with a command line option. I want to take a simple Emscripten command such as: emcc file.cpp -o file.html --preload-file asset_dir/ and change it to something that I can specify within my CMake system. I tried the naive approach of renaming the executable to have an extension of html but that didn't work. I also tried using -D--preload-file:PATH=asset_dir and that did not work either. My

Comparing doubles using ULPs (Units in the last place)

╄→尐↘猪︶ㄣ 提交于 2019-12-24 00:44:09
问题 I have succeeded in writing an Ulps based function that compares two doubles for equality. According to this page, the comparison can be made using a combination of absolute and relative epsilon or using integers (Ulps). I have made both epsilon based and Ulps based functions. This is the epsilon based function: var IsAlmostEqual_Epsilon = function(a, b) { if (a == b) return true; var diff = Math.abs(a - b); if (diff < 4.94065645841247E-320) return true; a = Math.abs(a); b = Math.abs(b); var