You should be able to pass arguments as an array to support multiples.

For calling a function with an arbitrary-length array of parameters on the
worker end, try the Function.apply method:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/apply

  var func = mapOfFunctions[funcName];
  func.apply(Module, args); // Module is the 'this' param

-- brion



On Fri, Nov 4, 2016 at 9:51 AM, Sohail Siadat <[email protected]> wrote:

> Thank you. I started to implement based on your suggestion.
>
> I compiled my C++ file using -s BUILD_AS_WORKER=1. On the JS side, I
> chose the right function on the C++ through a dictionary:
> var worker = new Worker('compiled.js');
> worker.postMessage({ funcName: "c_func", callbackId: -1 /* id used when a
> result is posted back */, data: 0,})
>
> However, I couldn't find out how I can send multiple arguments to the
> C/C++ function. At the moment, only a function with a single argument works:
> void c_func(char*, int);
>
> If this having a single argument is mandatory, I need to encode my list of
> input arguments into a U8 byte array. If so, what is the recommended
> encoding? My arguments include String, Json, and Uint32Array and
> Float32Array.
>
> I could not find the answer by looking at https://github.com/brion/ogv.js
> .
>
>
> --
> sohale
>
> On 17 June 2016 at 16:53, Brion Vibber <[email protected]> wrote:
>
>> I have a comparable setup in the ogv.js media player:
>>
>> On the main thread I have a JS front-end and an emscripten C module for
>> the demuxer, which extracts packets of compressed data to be sent to
>> Workers with additional emscripten C modules which decode the data and send
>> back uncompressed video or audio to be handled by JS in the main thread
>> (WebGL and Web Audio used directly).
>>
>> I think this maps to scenario 3 in your mail.
>>
>> It should be fairly easy to send a Float32Array and an Int32Array through
>> worker messages; since they're backed by a buffer, it's mostly the cost of
>> copying that backing buffer. (You can also send an ArrayBuffer directly and
>> wrap it into a typed array on the other end. Shouldn't be much difference
>> in performance.)
>>
>> Main thing to watch out for: make sure you are not accidentally sending
>> the entire emscripten heap buffer! If you extracted live heap views, then
>> the copy may be very slow as it tries to copy the entire 16M or larger
>> backing buffer. If you have extracted fresh buffers containing only the
>> bytes needed, then they should copy cleanly.
>>
>> If you have live buffers from the interface you're using, you can copy
>> them using the copy constructor of the appropriate typed array:
>>
>>   var newArr = new Float32Array(extractedArr);
>>
>> and then send that copy instead of the original that referenced all of
>> the heap.
>>
>> You can also optimize the postMessage data transfer by using the
>> 'transferList' parameter, putting the buffer property of each typed array
>> in the list. This will avoid an extra copy of the smaller backing buffer,
>> as long as you no longer need the array in the worker.
>>
>> https://developer.mozilla.org/en-US/docs/Web/API/Worker/postMessage
>>
>> -- brion
>>
>> On Jun 17, 2016 3:26 AM, "Sohail Siadat" <[email protected]> wrote:
>> >
>> > Efficient transfer of large arrays with an Emscripten C++ Web Worker:
>> which JavaScript design is better?
>> >
>> > I have trouble deciding between the following three designs. My code is
>> already working well on web in HTML JavaScript using a core algorithm
>> implemented in C++, but I want to turn it into a web-worker, because it can
>> be a time consuming process, so I don't want to block the 3D Designer's
>> function and UI.
>> >
>> >
>> > I have an Emscripten C++ algorithm. Which design is more efficient to
>> transfer large data to a JavaScript program? Since a web worker
>> does clone() and serialise, to transfer through the web worker message
>> system, there is some overhead here. Also some code is needed to translate
>> the resulting data on the C++ side, from HEAP32 into JavaScript arrays ( C
>> -> JS ).
>> >
>> > By efficient, I mean which design is faster, i.e. which design leads to
>> triggering less new and gc()(constructing and destructing JS objects). My
>> Web Worker uses a core function written in C++which returns large arrays
>> (two arrays of float[V][3] and int[N][3] with N=V=10000. It will be used
>> to update a ThreeJS Geometry, and will be called tens of thousands of times
>> over a long period on a web page. Apart being slow, this also may cause the
>> browser to slow down, freeze or crash.
>> >
>> > Solution 1:
>> > To write a Web Worker using JS which imports a JS code compiles using
>> Emscripten. Cons: This option seems not possible, as the web-worker side
>> needs to import the compiles JS file. Data exchange: C++ -> JS ->
>> message(serialise) -> JS. Design: (C++)JS <-WW-> JS. Files:
>> core_mc_algorithm.cpp, worker.js, main.js .
>> >
>> > Solution 2:
>> > Use a C++ Web Worker compiled using -s BUILD_AS_WORKER=1, write some
>> other C++ code on the main side that received the data, and convert the
>> results from HEAP to JS on the main side: (WebWorker data traser handled by
>> Emscripten): Pros: efficient transfer, but required two conversions. Risk:
>> on C++ side, it requires multiple copying from vector to array, etc. Data
>> exchange: C++ -> message(serialise) -> C++ -> JS, Design: (C++) <-WW->
>> C++(JS) . Files: worker.cpp, main.cpp, main.js .
>> > Solution 3:
>> > Again a C++ Web Worker, but the web worker function are contacted
>> directly by the main program which is in JavaScript. Pros: The
>> conversions/exchanges are not done twice. There is no separate exchange
>> between C++ and JS, this conversion is done at the same time with WW
>> serialisation. Risks: The decoding may be difficult and messy (the protocol
>> will need to be reimplemented, which itself requires multiple conversions,
>> which may not be very efficient). Also, the exchange may be not actually
>> efficient and may not actually improve performance. Data exchange: C++ ->
>> message(serialise) -> JS, Design: (C++) <-WW-> JS. Files: worker.cpp,
>> main.js .
>> >
>> > I have a function like this in C++, I want to run it as a Web Worker
>> (this is not the exact prototype, just as an example.):
>> >
>> > void produce_object ( REAL* verts_output, int number_of_vertices, int*
>> faces_output, int number_of_triangles ) { // Run Marching cubes, which
>> produces a vector<int> and a vector<float>. // fills in the arrays
>> verts_output[] with coordinates (size: 3*number_of_vertices), // fill in
>> faces_output[] with triangle vertex indices (size: 3*number_of_triangles ),
>> using some numerical code which includes the Marching Cubes algorithm. }
>> >
>> > I need the following JavaScript callback function to get called with
>> the right parameters. It is defined in an HTML file:
>> >
>> > function update_mesh_geometry_callback (verts, faces) { /* verts and
>> faces are of type Float32Array and Int32Array of size (3*N) and (3*V). In
>> this function they are used to create the following object, which is added
>> to the scene.*/ var geo = new THREE.Geometry(verts, faces); // a subclass
>> scene.add(new THREE.Mesh(gro, mat, etc)); }
>> >
>> > Typical size at least: number_of_vertices == 90000 = N,
>> number_of_triangles == 8000 = V.
>> >
>> >
>> > Thanks,
>> > Sohail
>> >
>> > Also cross posted here but received no answer:
>> > http://stackoverflow.com/questions/37867511/efficient-transf
>> er-of-large-arrays-with-an-emscripten-c-web-worker-which-
>> java?noredirect=1#comment63192712_37867511
>> >
>> >
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