The question is how can I pause debugger inside the JS code of
emscripten_webgl_create_context? I don't necessarily need to pass every
step of the way, just to pause in emscripten_webgl_do_create_context or
__findCanvasEventTarget.

On Fri, 20 Sep 2019 at 19:39, Alon Zakai <alonza...@gmail.com> wrote:

> Not sure I understood the question here (stepping into a function that
> isn't emitted?). But in general, building with -g (instead of -g0) might
> help debugging.
>
> ‪On Thu, Sep 19, 2019 at 3:55 AM ‫שחר לנגבהיים‬‎ <niho...@gmail.com>
> wrote:‬
>
>> Hi,
>> I'm trying to debug an issue I have, where emscripten_webgl_create_context
>> fails to find a second canvas.
>> The issue happens even when I checked that the canvas can be found using
>> document.querySelector in the calling JS.
>> In order to debug this, I'd like to step into the library_html5.js code
>> and see what's happening there, but AFAIS, library_html5.js isn't
>> explicitly packaged into the resulting JS code. Is there a way to step into
>> the code using a debugger?
>>
>> Alternatively, can anyone explain why this might happen? It happens only
>> when I build using -Os or -Oz, not -O3. This is the compilation call:
>>
>> em++ -std=c++17 -o ./bin/appWASM.js \ ./src/*/*.cpp
>> ./build-wasm/srcDerivedFiles/*.cpp ./build-wasm/*.a \ -g0 -Oz \ -s
>> LEGACY_GL_EMULATION=0 \ -s ALLOW_MEMORY_GROWTH=1 \ -s USE_WEBGL2=0 \ -s
>> WASM=1 \ -s NO_EXIT_RUNTIME=1 \ -s EXPORTED_FUNCTIONS='["_main"]' \ -s
>> ERROR_ON_UNDEFINED_SYMBOLS=1 \ -s USE_LIBPNG=1 \ -s USE_FREETYPE=1 \ -s
>> DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1 \ -s ASSERTIONS=1 \ -s
>> OFFSCREENCANVAS_SUPPORT=0 \ -s USE_PTHREADS=0 \ --bind
>>
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