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Looks like if I use invokeNative_em64_simd.s and also define WASM_ENABLE_SIMD, it might be working. |
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Hi, y'all! I'm exploring the idea of using WAMR in the Godot game engine, and it seems they typically build 3rd party code there with their own scons setup. Here's my attempt at including wamr with gdscript. It builds, and the wasm runs, but I only get bogus values in the native functions. I made a separate standalone test where things work fine, and in that case I just link to standard cmake-built wamr. Any thoughts on things I might be doing wrong?
If I use invokeNative_general.c in the Godot build, I get a large int value for args, and if I use invokeNative_em64_simd.s, I get zero for arg values.
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