Apparently I was able to get past the memory issue by compiling with 
optimization flag -O3.

I will check out that link though, it might help me in the future.

Thanks!

On Tuesday, November 2, 2021 at 6:05:15 AM UTC-5 Floh wrote:

> > However, I get a different (unrelated) error now which is that the 
> browser crashes because it runs out of memory...
>
> This sounds like a memory leak, AFAIK memory growth is now enabled by 
> default in WASM, so ALLOW_MEMORY_GROWTH is redundant.
>
> Emscripten has various features to aid with memory debugging, this is 
> probably a good starting point:
>
> https://web.dev/webassembly-memory-debugging/
> On Tuesday, 2 November 2021 at 12:00:26 UTC+1 Floh wrote:
>
>> Ah dang, yeah totally makes sense. I guess that's one of those pitfalls 
>> in C that are so obvious that one gets blind about.
>>
>> > Of course I have no idea WHY any of this needs to be done.
>>
>> The line:
>>
>> EmscriptenWebGLContextAttributes attrs;
>>
>> ...means that 'attrs' has random memory content (because it's a C struct, 
>> not a C++ class with constructor), and the 
>> emscripten_webgl_init_context_attributes() call initializes the memory to 
>> something sane (probably just clearing the memory to zero). This 
>> initialization pattern is fairly common in C APIs, but not in C++ APIs.
>>
>> Cheers!
>>
>> On Tuesday, 2 November 2021 at 08:09:08 UTC+1 [email protected] 
>> wrote:
>>
>>> It looks like I have found a solution thanks to someone in the Discord 
>>> server. Here is what I changed:
>>>
>>>   EmscriptenWebGLContextAttributes attrs;
>>>     attrs.antialias = true;
>>>     attrs.majorVersion = 3;
>>>     attrs.minorVersion = 2;
>>>     attrs.alpha = true;
>>>     attrs.powerPreference = EM_WEBGL_POWER_PREFERENCE_DEFAULT;
>>>
>>>     // The following lines must be done in exact order, or it will break!
>>>     emscripten_webgl_init_context_attributes(&attrs); // you MUST init 
>>> the attributes before creating the context
>>>     attrs.majorVersion = 3; // you MUST set the version AFTER the above 
>>> line
>>>     EMSCRIPTEN_WEBGL_CONTEXT_HANDLE webgl_context = 
>>> emscripten_webgl_create_context("#canvas", &attrs);
>>>     emscripten_webgl_make_context_current(webgl_context);
>>>     mainContext = SDL_GL_CreateContext(window);
>>>
>>> When you modify my main.cpp with this code then it actually shows the 
>>> game on the screen and all of the above errors I mentioned disappear. So 
>>> the solution is to call emscripten_webgl_init_context_attributes between 
>>> creating the attributes and before creating the context. However, if you do 
>>> that then it sets up the webgl context using OpenGL ES 2.0 (WebGL 1.0) 
>>> which is not what I want (because I would need to change all my shader 
>>> code). So that's why you need to set the attributes AGAIN after calling it 
>>> (to set majorVersion=3) which results in OpenGL ES 3.0 / WebGL 2.0.
>>>
>>> Of course I have no idea WHY any of this needs to be done. I hope this 
>>> can either be fixed or documented somewhere with an explanation.
>>>
>>> I managed to copy and paste this code into my larger game project and it 
>>> worked like a charm. However, I get a different (unrelated) error now which 
>>> is that the browser crashes because it runs out of memory... but at least I 
>>> can see the game now. The preloaded data file is ~80 MB which isn't huge by 
>>> video game standards, but it might be too big for the browser to download. 
>>> I did set ALLOW_MEMORY_GROWTH=1 but that didn't seem to prevent the issue. 
>>> If anyone can help me out with that too please let me know. Thanks.
>>>
>>> On Monday, November 1, 2021 at 9:20:16 AM UTC-5 Floh wrote:
>>>
>>>> PS: if you just want to get something on screen in a cross-platform 
>>>> application, but don't care if it's SDL2 or GL, check out my sokol headers:
>>>>
>>>> https://floooh.github.io/sokol-html5/
>>>>
>>>> No guarantee that this will protect you from any C++ shenanigans 
>>>> though, the headers can be used from C++, but since I prefer plain old C 
>>>> these days, most of the sample code is written in C (and the few C++ 
>>>> samples - mainly the Dear ImGui stuff - doesn't use the STL).
>>>> On Monday, 1 November 2021 at 15:16:29 UTC+1 Floh wrote:
>>>>
>>>>> I'm also able to reproduce the problem on macOS with Chrome and 
>>>>> Safari, but no idea either what's going wrong there.
>>>>>
>>>>> However, I suspect it's not the use of std::string, but that iostream 
>>>>> is the culprit, because if I replace std::cout with printf but keep 
>>>>> std::string, it works (replacing cout with printf is a good idea anyway, 
>>>>> because cout adds an incredible amount of bloat last I checked).
>>>>>
>>>>> On Monday, 1 November 2021 at 12:38:16 UTC+1 [email protected] 
>>>>> wrote:
>>>>>
>>>>>> I'm glad someone was able to reproduce it, but that didn't answer any 
>>>>>> of my questions.
>>>>>>
>>>>>> I've tried a few more things and maybe the issue is related to 
>>>>>> strings in some way. If I add a class that takes a string as a parameter 
>>>>>> in 
>>>>>> the constructor, and then ONLY if I instantiate it, like so:
>>>>>>
>>>>>> class Test 
>>>>>> {
>>>>>> public:
>>>>>>     Test(std::string test) {} ;
>>>>>> };
>>>>>>
>>>>>> int main() 
>>>>>> {
>>>>>>     Test test("test");
>>>>>>     InitOpenGL(1280, 720, window, mainContext);
>>>>>>     BeforeMainLoop();
>>>>>>
>>>>>>     return 1;
>>>>>> }
>>>>>>
>>>>>> Then that also results in a black screen. Instantiating a vector of 
>>>>>> strings also results in a black screen, like so:
>>>>>> std::vector<std::string> languages = { "english", "japanese" };
>>>>>>
>>>>>> And my original problem with the Log function also happens to involve 
>>>>>> strings on some level. If I change the constructor from a string to a 
>>>>>> const 
>>>>>> char* then it works. But changing all instances of strings to const 
>>>>>> char* 
>>>>>> is not ideal (my program needs strings), and I actually tried that with 
>>>>>> the 
>>>>>> Log function and that did not help, so I'm still looking for a solution. 
>>>>>> So 
>>>>>> hopefully this information is helpful for someone to figure out what is 
>>>>>> wrong and how to fix it.
>>>>>>
>>>>>>
>>>>>> On Sunday, October 31, 2021 at 12:23:53 AM UTC-5 Shlomi Fish wrote:
>>>>>>
>>>>>>> Hi all! 
>>>>>>>
>>>>>>> On Sat, 30 Oct 2021 18:46:19 -0700 (PDT) 
>>>>>>> Anton Strickland <[email protected]> wrote: 
>>>>>>>
>>>>>>> > I have been stuck on a very simple issue for multiple days and 
>>>>>>> need someone 
>>>>>>> > who knows what they are doing. I'm trying to use SDL2 and WebGL2 
>>>>>>> (OpenGL ES 
>>>>>>> > 3) and sometimes it works, but sometimes it doesn't, depending on 
>>>>>>> seemingly 
>>>>>>> > arbitrary code. Please help. See here for the full details and 
>>>>>>> source code: 
>>>>>>> > 
>>>>>>> > 
>>>>>>> https://gist.github.com/AntonStrickland/433c911151ca73826ee679b120fe8d9e
>>>>>>>  
>>>>>>> > 
>>>>>>>
>>>>>>> Note that I was able to reproduce the issue on fedora v34 x86-64 
>>>>>>> with firefox: 
>>>>>>>
>>>>>>> ``` 
>>>>>>> System: 
>>>>>>> Host: telaviv1.shlomifish.org Kernel: 5.14.14-200.fc34.x86_64 
>>>>>>> x86_64 
>>>>>>> bits: 64 Desktop: Xfce 4.16.0 Distro: Fedora release 34 (Thirty 
>>>>>>> Four) 
>>>>>>> CPU: 
>>>>>>> Info: Dual Core model: Intel Core i3-2100 bits: 64 type: MT MCP 
>>>>>>> cache: 
>>>>>>> L2: 3 MiB 
>>>>>>> Speed: 2750 MHz min/max: 1600/3100 MHz Core speeds (MHz): 1: 2750 
>>>>>>> 2: 2698 3: 2709 4: 2694 
>>>>>>> Graphics: 
>>>>>>> Device-1: Intel 2nd Generation Core Processor Family Integrated 
>>>>>>> Graphics 
>>>>>>> driver: i915 v: kernel Display: x11 server: X.Org 1.20.11 driver: 
>>>>>>> loaded: 
>>>>>>> modesetting unloaded: fbdev,vesa resolution: 1920x1080~60Hz 
>>>>>>> OpenGL: renderer: Mesa DRI Intel HD Graphics 2000 (SNB GT1) 
>>>>>>> v: 3.3 Mesa 21.1.8 
>>>>>>> ``` 
>>>>>>>
>>>>>>> As a side note: main.cpp has some trailing whitespace: 
>>>>>>> https://perl-begin.org/tutorials/bad-elements/#trailing-whitespace 
>>>>>>>
>>>>>>> > Basically, I have a simple program (just over 100 lines of code) 
>>>>>>> that 
>>>>>>> > changes the background color of the screen by calling glClear(). 
>>>>>>> Probably 
>>>>>>> > the most basic OpenGL program one can write. When the color is 
>>>>>>> pink, that 
>>>>>>> > means it's working, and when it's black, it's not working. In the 
>>>>>>> above 
>>>>>>> > link there is main.cpp which works correctly. I have been doing 
>>>>>>> trial and 
>>>>>>> > error for this past week commenting out random lines of code to 
>>>>>>> isolate the 
>>>>>>> > problem, but it seems like changing arbitrary lines of code stops 
>>>>>>> it from 
>>>>>>> > working. I've noticed that it happens when calling some SDL 
>>>>>>> functions, but 
>>>>>>> > even just commenting out printing to the console is enough to 
>>>>>>> break it. See 
>>>>>>> > main.cpp for details. 
>>>>>>> > 
>>>>>>> > I don't know if this is just an issue with me not understanding 
>>>>>>> how this 
>>>>>>> > works or if this is an actual bug in emscripten or the SDL port. 
>>>>>>> it's 
>>>>>>> > frustrating because when it works, it works all the way (I can use 
>>>>>>> shaders 
>>>>>>> > and textures to have a working app), but if I change just a tiny 
>>>>>>> little 
>>>>>>> > thing (even just commenting out an unrelated line of code), 
>>>>>>> suddenly 
>>>>>>> > nothing works at all. I have no idea where to even start debugging 
>>>>>>> this. 
>>>>>>> > 
>>>>>>> > I would imagine that there has to be a way to do this since people 
>>>>>>> are 
>>>>>>> > obviously making WebGL games in C++, but since there are no 
>>>>>>> tutorials 
>>>>>>> > online for how to do that it becomes impossible to even set up a 
>>>>>>> simple 
>>>>>>> > "hello world" script. I purchased a book on how to make games in 
>>>>>>> web 
>>>>>>> > assembly but they use the SDL renderer and not OpenGL rendering. 
>>>>>>> Other 
>>>>>>> > OpenGL web assembly tutorials just use OpenGL without SDL. Surely 
>>>>>>> there 
>>>>>>> > must be a way to use them together as I have done for my desktop 
>>>>>>> app? 
>>>>>>> > 
>>>>>>> > I have already reached out on the discord but to no avail so far. 
>>>>>>> Someone 
>>>>>>> > suggested adding -fsanitize=address when compiling but that 
>>>>>>> actually causes 
>>>>>>> > the above working code to stop working. I don't really have the 
>>>>>>> time to 
>>>>>>> > just wait for an answer so I'm hoping this post will get the 
>>>>>>> attention of 
>>>>>>> > more people. 
>>>>>>> > 
>>>>>>> > So I know this is getting long, but I'm very confused. Since 
>>>>>>> technically by 
>>>>>>> > code works, but it's one step away from breaking, and I have no 
>>>>>>> idea what 
>>>>>>> > that step is or why. My ultimate goal is to copy and paste this 
>>>>>>> code into a 
>>>>>>> > larger project, but every time I do so, it results in a black 
>>>>>>> screen with 
>>>>>>> > no indication of what I did wrong. 
>>>>>>> > 
>>>>>>> > I would like to understand a few things: 
>>>>>>> > 
>>>>>>> > - Is this a problem with my code, my makefile, SDL, or emscripten? 
>>>>>>> > - If this is not a problem with my code, is someone going to fix 
>>>>>>> the 
>>>>>>> > issue? 
>>>>>>> > - If my desktop code is Open GL 3.3, should I be using OpenGL ES 3 
>>>>>>> or is 
>>>>>>> > that part of the problem? And what files do I need to include and 
>>>>>>> where do 
>>>>>>> > I get them (if what I have isn't correct?) 
>>>>>>> > - What is the proper way to set up an emscripten webgl context? My 
>>>>>>> > source code includes two different ways of setting it up and I am 
>>>>>>> not sure 
>>>>>>> > which is correct, even after trial and error. 
>>>>>>> > - Can I get someone who is willing to at least compile the code 
>>>>>>> > themselves and try out different solutions until they find 
>>>>>>> something that 
>>>>>>> > can provide an explanation? I don't want someone to suggest adding 
>>>>>>> a 
>>>>>>> > single argument to my makefile, and then hours later I get home to 
>>>>>>> try it out 
>>>>>>> > and realize that it actually causes the program to fail. My 
>>>>>>> program is small 
>>>>>>> > enough that someone can copy and paste it together, compile it, 
>>>>>>> and run it 
>>>>>>> > in less than 2 minutes. There is no reason to not do that yourself 
>>>>>>> to 
>>>>>>> > check that it works before suggesting a solution to me. I am just 
>>>>>>> a little 
>>>>>>> > frustrated at this point so please don't take it the wrong way, I 
>>>>>>> just 
>>>>>>> > want someone to take me seriously so I can move on to the next 
>>>>>>> step of my 
>>>>>>> > project. 
>>>>>>> > - If this mailing list is not the best place to quickly get help 
>>>>>>> like 
>>>>>>> > that, who do I need to contact? I am willing to pay for work if 
>>>>>>> that needs 
>>>>>>> > to be done, but I don't think that should be necessary to get a 
>>>>>>> "hello 
>>>>>>> > world" program up and running, especially when I've already come 
>>>>>>> this far 
>>>>>>> > on my own. 
>>>>>>> > 
>>>>>>> > 
>>>>>>> > 
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> -- 
>>>>>>>
>>>>>>> Shlomi Fish https://www.shlomifish.org/ 
>>>>>>> Free (Creative Commons) Music Downloads, Reviews and more - 
>>>>>>> https://jamendo.com/ 
>>>>>>>
>>>>>>> <LeoNerd> “I hear eclipse is really nice, but I’m still waiting for 
>>>>>>> it to 
>>>>>>> load.” 
>>>>>>> — Freenode’s #perl 
>>>>>>>
>>>>>>> Please reply to list if it's a mailing list post - 
>>>>>>> https://shlom.in/reply . 
>>>>>>>
>>>>>>

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