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kripken avatar kripken commented on May 15, 2024

I have a patch for this, just waiting on automatic tests to finish before I push.

With the patch this .ll file will compile, however, it has i36 in it (36-bit integers). This will probably cause problems, since I have tested primarily on 32 bit systems, and the code relies on JS bit operations in some cases, which are 32-bit.

Perhaps the original code has a compilation #define that can tell it not to use 36-bit numbers, which are not platform independent?

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amorri40 avatar amorri40 commented on May 15, 2024

Thanks for creating the patch.
I am struggling to find where the code uses the 36bit numbers, sadly it doesn't contain a define to switch them off so I will have to find the problems manually, is there anything I could search for in the source which could make this easier?
I found that using the compiler option: "-I/home/name/Dev/emscripten/tests/libcxx/include" increased the number of i36 in the .ll file, does that mean some of them are in the c++ library?

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kripken avatar kripken commented on May 15, 2024

Fixed in acaee42

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kripken avatar kripken commented on May 15, 2024

It's possible the C++ library is responsible for some, yeah.

What OS are you on?

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amorri40 avatar amorri40 commented on May 15, 2024

My OS is Ubuntu 11.04 (through a virtual machine).
The patch works great and produces the javascript, so I guess my next step is trying to find out how to compile a stdc++ lib along with the game in order to remove errors such as:
ReferenceError: __ZNSt3__112basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEE6__initEPKcj is not defined

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kripken avatar kripken commented on May 15, 2024

Basically you would compile a libc++ just like any other big project. The wiki has a page on compiling projects. See also tests/runner.py which has examples of building projects (bullet, openjpeg, zlib).

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