| |
| // |
| // Various compiling-to-JS parameters. These are simply variables present when the |
| // JS compiler runs. To set them, do something like |
| // |
| // emcc -s OPTION1=VALUE1 -s OPTION2=VALUE2 [..other stuff..] |
| // |
| // See https://github.com/kripken/emscripten/wiki/Code-Generation-Modes/ |
| // |
| // Note that the values here are the defaults in -O0, that is, unoptimized |
| // mode. See apply_opt_level in tools/shared.py for how -O1,2,3 affect these |
| // flags. |
| // |
| // These flags should only have an effect when compiling to JS, so there |
| // should not be a need to have them when just compiling source to |
| // bitcode. However, there will also be no harm either, so it is ok to. |
| // |
| |
| // Tuning |
| var QUANTUM_SIZE = 4; // This is the size of an individual field in a structure. 1 would |
| // lead to e.g. doubles and chars both taking 1 memory address. This |
| // is a form of 'compressed' memory, with shrinking and stretching |
| // according to the type, when compared to C/C++. On the other hand |
| // the normal value of 4 means all fields take 4 memory addresses, |
| // as per the norm on a 32-bit machine. |
| // |
| // Changing this from the default of 4 is deprecated. |
| |
| var ASSERTIONS = 1; // Whether we should add runtime assertions, for example to |
| // check that each allocation to the stack does not |
| // exceed its size, whether all allocations (stack and static) are |
| // of positive size, etc., whether we should throw if we encounter a bad __label__, i.e., |
| // if code flow runs into a fault |
| // ASSERTIONS == 2 gives even more runtime checks |
| var RUNTIME_LOGGING = 0; // Whether extra logging should be enabled. |
| // This logging isn't quite assertion-quality in that it isn't necessarily a symptom that something is wrong. |
| var STACK_OVERFLOW_CHECK = 0; // Chooses what kind of stack smash checks to emit to generated code: |
| // 0: Stack overflows are not checked. |
| // 1: Adds a security cookie at the top of the stack, which is checked at end of each tick and at exit (practically zero performance overhead) |
| // 2: Same as above, but also adds an explicit check for allocate() calls which call ALLOC_STACK. Has a small performance cost. |
| // -s ASSERTIONS=1 automatically enables -s STACK_OVERFLOW_CHECK=2. |
| var VERBOSE = 0; // When set to 1, will generate more verbose output during compilation. |
| |
| var INVOKE_RUN = 1; // Whether we will run the main() function. Disable if you embed the generated |
| // code in your own, and will call main() yourself at the right time (which you |
| // can do with Module.callMain(), with an optional parameter of commandline args). |
| var NO_EXIT_RUNTIME = 0; // If set, the runtime is not quit when main() completes (allowing code to |
| // run afterwards, for example from the browser main event loop). |
| var MEM_INIT_METHOD = 0; // How to represent the initial memory content. |
| // 0: embed a base64 string literal representing the initial memory data |
| // 1: create a *.mem file containing the binary data of the initial memory; |
| // use the --memory-init-file command line switch to select this method |
| // 2: embed a string literal representing that initial memory data |
| // XXX this is known to have bugs on windows, see https://github.com/kripken/emscripten/pull/3326 |
| var TOTAL_STACK = 5*1024*1024; // The total stack size. There is no way to enlarge the stack, so this |
| // value must be large enough for the program's requirements. If |
| // assertions are on, we will assert on not exceeding this, otherwise, |
| // it will fail silently. |
| var TOTAL_MEMORY = 16777216; // The total amount of memory to use. Using more memory than this will |
| // cause us to expand the heap, which can be costly with typed arrays: |
| // we need to copy the old heap into a new one in that case. |
| var ABORTING_MALLOC = 1; // If 1, then when malloc would fail we abort(). This is nonstandard behavior, |
| // but makes sense for the web since we have a fixed amount of memory that |
| // must all be allocated up front, and so (a) failing mallocs are much more |
| // likely than on other platforms, and (b) people need a way to find out |
| // how big that initial allocation (TOTAL_MEMORY) must be. |
| // If you set this to 0, then you get the standard malloc behavior of |
| // returning NULL (0) when it fails. |
| var ALLOW_MEMORY_GROWTH = 0; // If false, we abort with an error if we try to allocate more memory than |
| // we can (TOTAL_MEMORY). If true, we will grow the memory arrays at |
| // runtime, seamlessly and dynamically. This has a performance cost though, |
| // both during the actual growth and in general (the latter is because in |
| // that case we must be careful about optimizations, in particular the |
| // eliminator). |
| // See https://code.google.com/p/v8/issues/detail?id=3907 regarding |
| // memory growth performance in chrome. |
| // Setting this option on will disable ABORTING_MALLOC, in other words, |
| // ALLOW_MEMORY_GROWTH enables fully standard behavior, of both malloc |
| // returning 0 when it fails, and also of being able to allocate more |
| // memory from the system as necessary. |
| |
| var GLOBAL_BASE = -1; // where global data begins; the start of static memory. -1 means use the |
| // default, any other value will be used as an override |
| var STACK_START = -1; // where the stack will begin. -1 means use the default. if the stack cannot |
| // start at the value specified here, it may start at a higher location. |
| // this is useful when debugging two builds that may differ in their static |
| // allocations, by forcing the stack to start in the same place their |
| // memory usage patterns would be the same. |
| |
| // Code embetterments |
| var DOUBLE_MODE = 1; // How to load and store 64-bit doubles. |
| // A potential risk is that doubles may be only 32-bit aligned. Forcing 64-bit alignment |
| // in Clang itself should be able to solve that, or as a workaround in DOUBLE_MODE 1 we |
| // will carefully load in parts, in a way that requires only 32-bit alignment. In DOUBLE_MODE |
| // 0 we will simply store and load doubles as 32-bit floats, so when they are stored/loaded |
| // they will truncate from 64 to 32 bits, and lose precision. This is faster, and might |
| // work for some code (but probably that code should just use floats and not doubles anyhow). |
| // Note that a downside of DOUBLE_MODE 1 is that we currently store the double in parts, |
| // then load it aligned, and that load-store will make JS engines alter it if it is being |
| // stored to a typed array for security reasons. That will 'fix' the number from being a |
| // NaN or an infinite number. |
| var UNALIGNED_MEMORY = 0; // If enabled, all memory accesses are assumed to be unaligned. In unaligned memory mode, |
| // you can run nonportable code that typically would break in JS (or on ARM for that |
| // matter, which also cannot do unaligned reads/writes), at the cost of slowness |
| var FORCE_ALIGNED_MEMORY = 0; // If enabled, assumes all reads and writes are fully aligned for the type they |
| // use. This is true in proper C code (no undefined behavior), but is sadly |
| // common enough that we can't do it by default. See SAFE_HEAP. |
| // for ways to help find places in your code where unaligned reads/writes are done - |
| // you might be able to refactor your codebase to prevent them, which leads to |
| // smaller and faster code, or even the option to turn this flag on. |
| var WARN_UNALIGNED = 0; // Warn at compile time about instructions that LLVM tells us are not fully aligned. |
| // This is useful to find places in your code where you might refactor to ensure proper |
| // alignment. |
| var PRECISE_I64_MATH = 1; // If enabled, i64 addition etc. is emulated - which is slow but precise. If disabled, |
| // we use the 'double trick' which is fast but incurs rounding at high values. |
| // If set to 2, we always include the i64 math code, which is necessary in the case |
| // that we can't know at compile time that 64-bit math is needed. For example, if you |
| // print 64-bit values with printf, but never add them, we can't know at compile time |
| // and you need to set this to 2. |
| var PRECISE_F32 = 0; // 0: Use JS numbers for floating-point values. These are 64-bit and do not model C++ |
| // floats exactly, which are 32-bit. |
| // 1: Model C++ floats precisely, using Math.fround, polyfilling when necessary. This |
| // can be slow if the polyfill is used on heavy float32 computation. See note on |
| // browser support below. |
| // 2: Model C++ floats precisely using Math.fround if available in the JS engine, otherwise |
| // use an empty polyfill. This will have much less of a speed penalty than using the full |
| // polyfill in cases where engine support is not present. In addition, we can |
| // remove the empty polyfill calls themselves on the client when generating html, |
| // which should mean that this gives you the best of both worlds of 0 and 1, and is |
| // therefore recommended, *unless* you need a guarantee of proper float32 precision |
| // (in that case, use option 1). |
| // XXX Note: To optimize float32-using code, we use the 'const' keyword in the emitted |
| // code. This allows us to avoid unnecessary calls to Math.fround, which would |
| // slow down engines not yet supporting that function. 'const' is present in |
| // all modern browsers, including Firefox, Chrome and Safari, but in IE is only |
| // present in IE11 and above. Therefore if you need to support legacy versions of |
| // IE, you should not enable PRECISE_F32 1 or 2. |
| var SIMD = 0; // Whether to allow autovectorized SIMD code ( https://github.com/johnmccutchan/ecmascript_simd ). |
| // SIMD intrinsics are always compiled to SIMD code, so you only need this option if you |
| // also want the autovectorizer to run. |
| // Note that SIMD support in browsers is not yet there (as of Sep 2, 2014), so you will be |
| // running in a polyfill, which is not fast. |
| |
| var USE_CLOSURE_COMPILER = 0; // Whether closure compiling is being run on this output |
| |
| var SKIP_STACK_IN_SMALL = 1; // When enabled, does not push/pop the stack at all in |
| // functions that have no basic stack usage. But, they |
| // may allocate stack later, and in a loop, this can be |
| // very bad. In particular, when debugging, printf()ing |
| // a lot can exhaust the stack very fast, with this option. |
| // In particular, be careful with the autodebugger! (We do turn |
| // this off automatically in that case, though.) |
| var INLINING_LIMIT = 0; // A limit on inlining. If 0, we will inline normally in LLVM and |
| // closure. If greater than 0, we will *not* inline in LLVM, and |
| // we will prevent inlining of functions of this size or larger |
| // in closure. 50 is a reasonable setting if you do not want |
| // inlining |
| var OUTLINING_LIMIT = 0; // A function size above which we try to automatically break up |
| // functions into smaller ones, to avoid the downsides of very |
| // large functions (JS engines often compile them very slowly, |
| // compile them with lower optimizations, or do not optimize them |
| // at all). If 0, we do not perform outlining at all. |
| // To see which funcs are large, you can inspect the source |
| // in a debug build (-g2 or -g for example), and can run |
| // tools/find_bigfuncs.py on that to get a sorted list by size. |
| // Another possibility is to look in the web console in firefox, |
| // which will note slowly-compiling functions. |
| // You will probably want to experiment with various values to |
| // see the impact on compilation time, code size and runtime |
| // throughput. It is hard to say what values to start testing |
| // with, but something around 20,000 to 100,000 might make sense. |
| // (The unit size is number of AST nodes.) |
| // Outlining decreases maximum function size, but does so at the |
| // cost of increasing overall code size as well as performance |
| // (outlining itself makes code less optimized, and requires |
| // emscripten to disable some passes that are incompatible with |
| // it). |
| |
| var AGGRESSIVE_VARIABLE_ELIMINATION = 0; // Run aggressiveVariableElimination in js-optimizer.js |
| var SIMPLIFY_IFS = 1; // Whether to simplify ifs in js-optimizer.js |
| |
| // Generated code debugging options |
| var SAFE_HEAP = 0; // Check each write to the heap, for example, this will give a clear |
| // error on what would be segfaults in a native build (like dereferencing |
| // 0). See preamble.js for the actual checks performed. |
| var SAFE_HEAP_LOG = 0; // Log out all SAFE_HEAP operations |
| |
| var RESERVED_FUNCTION_POINTERS = 0; // In asm.js mode, we cannot simply add function pointers to |
| // function tables, so we reserve some slots for them. An |
| // alternative to this is to use EMULATED_FUNCTION_POINTERS, |
| // in which case we don't need to reserve. |
| var ALIASING_FUNCTION_POINTERS = 0; // Whether to allow function pointers to alias if they have |
| // a different type. This can greatly decrease table sizes |
| // in asm.js, but can break code that compares function |
| // pointers across different types. |
| var EMULATED_FUNCTION_POINTERS = 0; // asm.js: |
| // By default we implement function pointers using asm.js |
| // function tables, which is very fast. With this option, |
| // we implement them more flexibly by emulating them: we |
| // call out into JS, which handles the function tables. |
| // 1: Full emulation. This means you can modify the |
| // table in JS fully dynamically, not just add to |
| // the end. |
| // 2: Optimized emulation. Assumes once something is |
| // added to the table, it will not change. This allows |
| // dynamic linking while keeping performance fast, |
| // as we can do a fast call into the internal table |
| // if the fp is in the right range. Shared modules |
| // (MAIN_MODULE, SIDE_MODULE) do this by default. |
| // This requires RELOCATABLE to be set. |
| // wasm: |
| // By default we use a wasm Table for function pointers, |
| // which is fast and efficient. When enabling emulation, |
| // we also use the Table *outside* the wasm module, |
| // exactly as when emulating in asm.js, just replacing |
| // the plain JS array with a Table. However, Tables have |
| // some limitations currently, like not being able to |
| // assign an arbitrary JS method to them, which we have |
| // yet to work around. Another limitation is that this |
| // cannot yet mix with EMULATE_FUNCTION_POINTER_CASTS. |
| var EMULATE_FUNCTION_POINTER_CASTS = 0; // Allows function pointers to be cast, wraps each |
| // call of an incorrect type with a runtime correction. |
| // This adds overhead and should not be used normally. |
| // It also forces ALIASING_FUNCTION_POINTERS to 0. |
| var FUNCTION_POINTER_ALIGNMENT = 2; // Byte alignment of function pointers - we will fill the |
| // tables with zeros on aligned values. 1 means all values |
| // are aligned and all will be used (which is optimal). |
| // Sadly 1 breaks on &Class::method function pointer calls, |
| // which llvm assumes have the lower bit zero (see |
| // test_polymorph and issue #1692). |
| |
| var EXCEPTION_DEBUG = 0; // Print out exceptions in emscriptened code. Does not work in asm.js mode |
| |
| var DEMANGLE_SUPPORT = 0; // If 1, build in libcxxabi's full c++ demangling code, to allow stackTrace() |
| // to emit fully proper demangled c++ names |
| |
| var LIBRARY_DEBUG = 0; // Print out when we enter a library call (library*.js). You can also unset |
| // Runtime.debug at runtime for logging to cease, and can set it when you |
| // want it back. A simple way to set it in C++ is |
| // emscripten_run_script("Runtime.debug = ...;"); |
| var SYSCALL_DEBUG = 0; // Print out all syscalls |
| var SOCKET_DEBUG = 0; // Log out socket/network data transfer. |
| var SOCKET_WEBRTC = 0; // Select socket backend, either webrtc or websockets. XXX webrtc is not currently tested, may be broken |
| |
| // As well as being configurable at compile time via the "-s" option the WEBSOCKET_URL and WEBSOCKET_SUBPROTOCOL |
| // settings may configured at run time via the Module object e.g. |
| // Module['websocket'] = {subprotocol: 'base64, binary, text'}; |
| // Module['websocket'] = {url: 'wss://', subprotocol: 'base64'}; |
| // You can set 'subprotocol' to null, if you don't want to specify it |
| // Run time configuration may be useful as it lets an application select multiple different services. |
| var WEBSOCKET_URL = 'ws://'; // A string containing either a WebSocket URL prefix (ws:// or wss://) or a complete |
| // RFC 6455 URL - "ws[s]:" "//" host [ ":" port ] path [ "?" query ]. |
| // In the (default) case of only a prefix being specified the URL will be constructed from |
| // prefix + addr + ':' + port |
| // where addr and port are derived from the socket connect/bind/accept calls. |
| var WEBSOCKET_SUBPROTOCOL = 'binary'; // A string containing a comma separated list of WebSocket subprotocols |
| // as would be present in the Sec-WebSocket-Protocol header. |
| |
| var OPENAL_DEBUG = 0; // Print out debugging information from our OpenAL implementation. |
| |
| var GL_ASSERTIONS = 0; // Adds extra checks for error situations in the GL library. Can impact performance. |
| var TRACE_WEBGL_CALLS = 0; // If enabled, prints out all API calls to WebGL contexts. (*very* verbose) |
| var GL_DEBUG = 0; // Enables more verbose debug printing of WebGL related operations. As with LIBRARY_DEBUG, this is toggleable at runtime with option GL.debug. |
| var GL_TESTING = 0; // When enabled, sets preserveDrawingBuffer in the context, to allow tests to work (but adds overhead) |
| var GL_MAX_TEMP_BUFFER_SIZE = 2097152; // How large GL emulation temp buffers are |
| var GL_UNSAFE_OPTS = 1; // Enables some potentially-unsafe optimizations in GL emulation code |
| var FULL_ES2 = 0; // Forces support for all GLES2 features, not just the WebGL-friendly subset. |
| var USE_WEBGL2 = 0; // Enables WebGL2 native functions. This mode will also create a WebGL2 |
| // context by default if no version is specified. |
| var WEBGL2_BACKWARDS_COMPATIBILITY_EMULATION = 0; // If true, emulates some WebGL 1 features on WebGL 2 contexts, meaning that applications that |
| // use WebGL 1/GLES 2 can initialize a WebGL 2/GLES3 context, but still keep using WebGL1/GLES 2 |
| // functionality that no longer is supported in WebGL2/GLES3. Currently this emulates |
| // GL_EXT_shader_texture_lod extension in GLSLES 1.00 shaders, support for unsized internal |
| // texture formats, and the GL_HALF_FLOAT_OES != GL_HALF_FLOAT mixup. |
| var FULL_ES3 = 0; // Forces support for all GLES3 features, not just the WebGL2-friendly subset. |
| var LEGACY_GL_EMULATION = 0; // Includes code to emulate various desktop GL features. Incomplete but useful |
| // in some cases, see http://kripken.github.io/emscripten-site/docs/porting/multimedia_and_graphics/OpenGL-support.html |
| var GL_FFP_ONLY = 0; // If you specified LEGACY_GL_EMULATION = 1 and only use fixed function pipeline in your code, |
| // you can also set this to 1 to signal the GL emulation layer that it can perform extra |
| // optimizations by knowing that the user code does not use shaders at all. If |
| // LEGACY_GL_EMULATION = 0, this setting has no effect. |
| var GL_PREINITIALIZED_CONTEXT = 0; // If you want to create the WebGL context up front in JS code, set this to 1 and set Module['preinitializedWebGLContext'] |
| // to a precreated WebGL context. WebGL initialization afterwards will use this GL context to render. |
| var STB_IMAGE = 0; // Enables building of stb-image, a tiny public-domain library for decoding images, allowing |
| // decoding of images without using the browser's built-in decoders. The benefit is that this |
| // can be done synchronously, however, it will not be as fast as the browser itself. |
| // When enabled, stb-image will be used automatically from IMG_Load and IMG_Load_RW. You |
| // can also call the stbi_* functions directly yourself. |
| |
| var LEGACY_VM_SUPPORT = 0; // Enable this to get support for non-modern browsers, node.js, etc. This adds: |
| // * Polyfilling for Math.clz32, Math.trunc, Math.imul, Math.fround |
| |
| var LZ4 = 0; // Enable this to support lz4-compressed file packages. They are stored compressed in memory, and |
| // decompressed on the fly, avoiding storing the entire decompressed data in memory at once. |
| // If you run the file packager separately, you still need to build the main program with this flag, |
| // and also pass --lz4 to the file packager. |
| // (You can also manually compress one on the client, using LZ4.loadPackage(), but that is less |
| // recommended.) |
| // Limitations: |
| // * LZ4-compressed files are only decompressed when needed, so they are not available |
| // for special preloading operations like pre-decoding of images using browser codecs, |
| // preloadPlugin stuff, etc. |
| // * LZ4 files are read-only. |
| |
| var DISABLE_EXCEPTION_CATCHING = 0; // Disables generating code to actually catch exceptions. If the code you |
| // are compiling does not actually rely on catching exceptions (but the |
| // compiler generates code for it, maybe because of stdlibc++ stuff), |
| // then this can make it much faster. If an exception actually happens, |
| // it will not be caught and the program will halt (so this will not |
| // introduce silent failures, which is good). |
| // DISABLE_EXCEPTION_CATCHING = 0 - generate code to actually catch exceptions |
| // DISABLE_EXCEPTION_CATCHING = 1 - disable exception catching at all |
| // DISABLE_EXCEPTION_CATCHING = 2 - disable exception catching, but enables |
| // catching in whitelist |
| // TODO: Make this also remove cxa_begin_catch etc., optimize relooper |
| // for it, etc. (perhaps do all of this as preprocessing on .ll?) |
| |
| var EXCEPTION_CATCHING_WHITELIST = []; // Enables catching exception in the listed functions only, if |
| // DISABLE_EXCEPTION_CATCHING = 2 is set |
| |
| var NODEJS_CATCH_EXIT = 1; // By default we handle exit() in node, by catching the Exit exception. However, |
| // this means we catch all process exceptions. If you disable this, then we no |
| // longer do that, and exceptions work normally, which can be useful for libraries |
| // or programs that don't need exit() to work. |
| |
| // For more explanations of this option, please visit |
| // https://github.com/kripken/emscripten/wiki/Asyncify |
| var ASYNCIFY = 0; // Whether to enable asyncify transformation |
| // This allows to inject some async functions to the C code that appear to be sync |
| // e.g. emscripten_sleep |
| var ASYNCIFY_FUNCTIONS = ['emscripten_sleep', // Functions that call any function in the list, directly or indirectly |
| 'emscripten_wget', // will be transformed |
| 'emscripten_yield']; |
| var ASYNCIFY_WHITELIST = ['qsort', // Functions in this list are never considered async, even if they appear in ASYNCIFY_FUNCTIONS |
| 'trinkle', // In the asyncify transformation, any function that calls a function pointer is considered async |
| '__toread', // This whitelist is useful when a function is known to be sync |
| '__uflow', // currently this link contains some functions in libc |
| '__fwritex', |
| 'MUSL_vfprintf']; |
| |
| var EXPORTED_RUNTIME_METHODS = [ // Runtime elements that are exported on Module. By default we export quite a bit, you can reduce this list to lower your code size, |
| // especially when closure is run (exporting prevents closure from eliminating code) |
| // Note that methods on this list are only exported if they are included (either automatically from linking, or due to being |
| // in DEFAULT_LIBRARY_FUNCS_TO_INCLUDE) |
| // Note that the name may be slightly misleading, as this |
| // is for any JS library element, and not just |
| // methods. For example, we export the Runtime object |
| // by having "Runtime" in this list. |
| 'FS_createFolder', |
| 'FS_createPath', |
| 'FS_createDataFile', |
| 'FS_createPreloadedFile', |
| 'FS_createLazyFile', |
| 'FS_createLink', |
| 'FS_createDevice', |
| 'FS_unlink', |
| 'Runtime', |
| 'ALLOC_NORMAL', |
| 'ALLOC_STACK', |
| 'ALLOC_STATIC', |
| 'ALLOC_DYNAMIC', |
| 'ALLOC_NONE', |
| 'getMemory', |
| 'addRunDependency', |
| 'removeRunDependency', |
| ]; |
| |
| var EXTRA_EXPORTED_RUNTIME_METHODS = []; // Additional methods to those in EXPORTED_RUNTIME_METHODS. Adjusting that list |
| // lets you remove methods that would be exported by default; setting values in |
| // this list lets you add to the default list without modifying it. |
| |
| var FS_LOG = 0; // Log all FS operations. This is especially helpful when you're porting |
| // a new project and want to see a list of file system operations happening |
| // so that you can create a virtual file system with all of the required files. |
| var CASE_INSENSITIVE_FS = 0; // If set to nonzero, the provided virtual filesystem if treated case-insensitive, like |
| // Windows and OSX do. If set to 0, the VFS is case-sensitive, like on Linux. |
| var MEMFS_APPEND_TO_TYPED_ARRAYS = 0; // If set to nonzero, MEMFS will always utilize typed arrays as the backing store |
| // for appending data to files. The default behavior is to use typed arrays for files |
| // when the file size doesn't change after initial creation, and for files that do |
| // change size, use normal JS arrays instead. |
| var NO_FILESYSTEM = 0; // If set, does not build in any filesystem support. Useful if you are just doing pure |
| // computation, but not reading files or using any streams (including fprintf, and other |
| // stdio.h things) or anything related. The one exception is there is partial support for printf, |
| // and puts, hackishly. |
| // The compiler will automatically set this if it detects that syscall usage (which is static) |
| // does not require a full filesystem. If you still want filesystem support, use |
| // FORCE_FILESYSTEM |
| var FORCE_FILESYSTEM = 0; // Makes full filesystem support be included, even if statically it looks like it is not |
| // used. For example, if your C code uses no files, but you include some JS that does, |
| // you might need this. |
| |
| var EXPORTED_FUNCTIONS = ['_main']; |
| // Functions that are explicitly exported. These functions are kept alive |
| // through LLVM dead code elimination, and also made accessible outside of |
| // the generated code even after running closure compiler (on "Module"). |
| // Note the necessary prefix of "_". |
| // Note also that this is the full list of exported functions - if you |
| // have a main() function and want it to run, you must include it in this |
| // list (as _main is by default in this value, and if you override it |
| // without keeping it there, you are in effect removing it). |
| |
| var EXPORT_ALL = 0; // If true, we export all the symbols. Note that this does *not* affect LLVM, so it can |
| // still eliminate functions as dead. This just exports them on the Module object. |
| var EXPORT_BINDINGS = 0; // Export all bindings generator functions (prefixed with emscripten_bind_). This |
| // is necessary to use the WebIDL binder with asm.js |
| var EXPORT_FUNCTION_TABLES = 0; // If true, export all the functions appearing in a function table, and the |
| // tables themselves. |
| var RETAIN_COMPILER_SETTINGS = 0; // Remembers the values of these settings, and makes them accessible |
| // through Runtime.getCompilerSetting and emscripten_get_compiler_setting. |
| // To see what is retained, look for compilerSettings in the generated code. |
| |
| |
| var EMSCRIPTEN_VERSION = ''; // this will contain the emscripten version. you should not modify it. This |
| // and the following few settings are useful in combination with |
| // RETAIN_COMPILER_SETTINGS |
| var OPT_LEVEL = 0; // this will contain the optimization level (-Ox). you should not modify it. |
| var DEBUG_LEVEL = 0; // this will contain the debug level (-gx). you should not modify it. |
| var PROFILING_FUNCS = 0; // Whether we are profiling functions. you should not modify it. |
| |
| |
| // JS library elements (C functions implemented in JS) |
| // that we include by default. If you want to make sure |
| // something is included by the JS compiler, add it here. |
| // For example, if you do not use some emscripten_* |
| // C API call from C, but you want to call it from JS, |
| // add it here (and in EXPORTED FUNCTIONS with prefix |
| // "_", if you use closure compiler). |
| // Note that the name may be slightly misleading, as this |
| // is for any JS library element, and not just |
| // functions. For example, you can include the Browser |
| // object by adding "$Browser" to this list. |
| var DEFAULT_LIBRARY_FUNCS_TO_INCLUDE = ['memcpy', 'memset', 'malloc', 'free']; |
| |
| var LIBRARY_DEPS_TO_AUTOEXPORT = ['memcpy']; // This list is also used to determine |
| // auto-exporting of library dependencies (i.e., functions that |
| // might be dependencies of JS library functions, that if |
| // so we must export so that if they are implemented in C |
| // they will be accessible, in ASM_JS mode). |
| |
| var INCLUDE_FULL_LIBRARY = 0; // Include all JS library functions instead of the sum of |
| // DEFAULT_LIBRARY_FUNCS_TO_INCLUDE + any functions used |
| // by the generated code. This is needed when dynamically |
| // loading (i.e. dlopen) modules that make use of runtime |
| // library functions that are not used in the main module. |
| // Note that this only applies to js libraries, *not* C. You |
| // will need the main file to include all needed C libraries. |
| // For example, if a module uses malloc or new, you will |
| // need to use those in the main file too to pull in dlmalloc |
| // for use by the module. |
| |
| var SHELL_FILE = 0; // set this to a string to override the shell file used |
| |
| var RELOCATABLE = 0; // If set to 1, we emit relocatable code from the LLVM backend; both |
| // globals and function pointers are all offset (by gb and fp, respectively) |
| |
| var MAIN_MODULE = 0; // A main module is a file compiled in a way that allows us to link it to |
| // a side module using emlink.py. |
| // 1: Normal main module. |
| // 2: DCE'd main module. We eliminate dead code normally. If a side |
| // module needs something from main, it is up to you to make sure |
| // it is kept alive. |
| var SIDE_MODULE = 0; // Corresponds to MAIN_MODULE (also supports modes 1 and 2) |
| |
| var RUNTIME_LINKED_LIBS = []; // If this is a main module (MAIN_MODULE == 1), then |
| // we will link these at runtime. They must have been built with |
| // SIDE_MODULE == 1. |
| var BUILD_AS_SHARED_LIB = 0; // (deprecated option TODO: remove) |
| |
| var BUILD_AS_WORKER = 0; // If set to 1, this is a worker library, a special kind of library |
| // that is run in a worker. See emscripten.h |
| |
| var PROXY_TO_WORKER = 0; // If set to 1, we build the project into a js file that will run |
| // in a worker, and generate an html file that proxies input and |
| // output to/from it. |
| var PROXY_TO_WORKER_FILENAME = ''; // If set, the script file name the main thread loads. |
| // Useful if your project doesn't run the main emscripten- |
| // generated script immediately but does some setup before |
| |
| var PROXY_TO_PTHREAD = 0; // If set to 1, compiles in a small stub main() in between the real main() |
| // which calls pthread_create() to run the application main() in a pthread. |
| // This is something that applications can do manually as well if they wish, |
| // this option is provided as convenience. |
| |
| var LINKABLE = 0; // If set to 1, this file can be linked with others, either as a shared |
| // library or as the main file that calls a shared library. To enable that, |
| // we will not internalize all symbols and cull the unused ones, in other |
| // words, we will not remove unused functions and globals, which might be |
| // used by another module we are linked with. |
| // BUILD_AS_SHARED_LIB > 0 implies this, so it is only important to set this to 1 |
| // when building the main file, and *if* that main file has symbols that |
| // the library it will open will then access through an extern. |
| // LINKABLE of 0 is very useful in that we can reduce the size of the |
| // generated code very significantly, by removing everything not actually used. |
| |
| var STRICT = 0; // Emscripten 'strict' build mode: Drop supporting any deprecated build options. |
| // Set the environment variable EMCC_STRICT=1 or pass -s STRICT=1 |
| // to test that a codebase builds nicely in forward compatible manner. |
| |
| var WARN_ON_UNDEFINED_SYMBOLS = 1; // If set to 1, we will warn on any undefined symbols that |
| // are not resolved by the library_*.js files. Note that |
| // it is common in large projects to |
| // not implement everything, when you know what is not |
| // going to actually be called (and don't want to mess with |
| // the existing buildsystem), and functions might be |
| // implemented later on, say in --pre-js, so you may |
| // want to build with -s WARN_ON_UNDEFINED_SYMBOLS=0 to |
| // disable the warnings if they annoy you. |
| // See also ERROR_ON_UNDEFINED_SYMBOLS |
| |
| var ERROR_ON_UNDEFINED_SYMBOLS = 0; // If set to 1, we will give a compile-time error on any |
| // undefined symbols (see WARN_ON_UNDEFINED_SYMBOLS). |
| |
| // The default value for this is currently 0, but will be |
| // transitioned to 1 in the future. To keep relying on |
| // building with -s ERROR_ON_UNDEFINED_SYMBOLS=0 setting, |
| // prefer to set that option explicitly in your build system. |
| |
| var ERROR_ON_MISSING_LIBRARIES = 0; // If set to 1, any -lfoo directives pointing to nonexisting |
| // library files will issue a linker error. |
| |
| // The default value for this is currently 0, but will be |
| // transitioned to 1 in the future. To keep relying on |
| // building with -s ERROR_ON_MISSING_LIBRARIES=0 setting, |
| // prefer to set that option explicitly in your build system. |
| |
| var SYSTEM_JS_LIBRARIES = []; // Specifies a list of Emscripten-provided JS libraries to link against. |
| // (internal, use -lfoo or -lfoo.js to link to Emscripten system JS libraries) |
| |
| var SMALL_XHR_CHUNKS = 0; // Use small chunk size for binary synchronous XHR's in Web Workers. |
| // Used for testing. |
| // See test_chunked_synchronous_xhr in runner.py and library.js. |
| |
| var HEADLESS = 0; // If 1, will include shim code that tries to 'fake' a browser |
| // environment, in order to let you run a browser program (say, |
| // using SDL) in the shell. Obviously nothing is rendered, but |
| // this can be useful for benchmarking and debugging if actual |
| // rendering is not the issue. Note that the shim code is |
| // very partial - it is hard to fake a whole browser! - so |
| // keep your expectations low for this to work. |
| |
| var DETERMINISTIC = 0; // If 1, we force Date.now(), Math.random, etc. to return deterministic |
| // results. Good for comparing builds for debugging purposes (and nothing else) |
| |
| var MODULARIZE = 0; // By default we emit all code in a straightforward way into the output |
| // .js file. That means that if you load that in a script tag in a web |
| // page, it will use the global scope. With MODULARIZE set, we will instead emit |
| // |
| // var EXPORT_NAME = function(Module) { |
| // Module = Module || {}; |
| // // .. all the emitted code from emscripten .. |
| // return Module; |
| // }; |
| // |
| // where EXPORT_NAME is from the option of the same name (so, by default |
| // it will be var Module = ..., and so you should change EXPORT_NAME if |
| // you want more than one module in the same web page). |
| // |
| // You can then use this by something like |
| // |
| // var instance = EXPORT_NAME(); |
| // |
| // or |
| // |
| // var instance = EXPORT_NAME({ option: value, ... }); |
| // |
| // Note the parentheses - we are calling EXPORT_NAME in order to instantiate |
| // the module. (This allows, in particular, for you to create multiple |
| // instantiations, etc.) |
| // |
| // Modularize also provides a promise-like API, |
| // |
| // var instance = EXPORT_NAME().then(function(Module) { .. }); |
| // |
| // The callback is called when it is safe to run compiled code, similar |
| // to the onRuntimeInitialized callback (i.e., it waits for all |
| // necessary async events). It receives the instance as a parameter, |
| // for convenience. |
| |
| var BENCHMARK = 0; // If 1, will just time how long main() takes to execute, and not |
| // print out anything at all whatsoever. This is useful for benchmarking. |
| |
| var ASM_JS = 1; // If 1, generate code in asm.js format. If 2, emits the same code except |
| // for omitting 'use asm' |
| var FINALIZE_ASM_JS = 1; // If 1, will finalize the final emitted code, including operations |
| // that prevent later js optimizer passes from running, like |
| // converting +5 into 5.0 (the js optimizer sees 5.0 as just 5). |
| |
| var SWAPPABLE_ASM_MODULE = 0; // If 1, then all exports from the asm/wasm module will be accessed |
| // indirectly, which allow the module to be swapped later, |
| // simply by replacing Module['asm']. |
| // Note: It is very important that the replacement module be |
| // built with the same optimizations and so forth, |
| // as we depend on them being a drop-in replacement for each |
| // other (same globals on the heap at the same locations, etc.) |
| |
| var SEPARATE_ASM = 0; // see emcc --separate-asm |
| |
| var ONLY_MY_CODE = 0; // This disables linking and other causes of adding extra code |
| // automatically, and as a result, your output compiled code |
| // (in the .asm.js file, if you emit with --separate-asm) will |
| // contain only the functions you provide. |
| |
| var PGO = 0; // Enables profile-guided optimization in the form of runtime checks for |
| // which functions are actually called. Emits a list during shutdown that you |
| // can pass to DEAD_FUNCTIONS (you can also emit the list manually by |
| // calling PGOMonitor.dump()); |
| var DEAD_FUNCTIONS = []; // JS library functions on this list are not converted to JS, and calls to |
| // them are turned into abort()s. This is potentially useful for |
| // reducing code size. |
| // If a dead function is actually called, you will get a runtime |
| // error. |
| // TODO: make this work on compiled methods as well, perhaps by |
| // adding a JS optimizer pass? |
| |
| var EXPLICIT_ZEXT = 0; // If 1, generate an explicit conversion of zext i1 to i32, using ?: |
| |
| var EXPORT_NAME = 'Module'; // Global variable to export the module as for environments without a standardized module |
| // loading system (e.g. the browser and SM shell). |
| |
| var NO_DYNAMIC_EXECUTION = 0; // When set to 1, we do not emit eval() and new Function(), which disables some functionality |
| // (causing runtime errors if attempted to be used), but allows the emitted code to be |
| // acceptable in places that disallow dynamic code execution (chrome packaged app, |
| // privileged firefox app, etc.). Pass this flag when developing an Emscripten application |
| // that is targeting a privileged or a certified execution environment, see |
| // Firefox Content Security Policy (CSP) webpage for details: |
| // https://developer.mozilla.org/en-US/Apps/Build/Building_apps_for_Firefox_OS/CSP |
| // When this flag is set, the following features (linker flags) are unavailable: |
| // --closure 1: When using closure compiler, eval() would be needed to locate the Module object. |
| // -s RELOCATABLE=1: the function Runtime.loadDynamicLibrary would need to eval(). |
| // --bind: Embind would need to eval(). |
| // Additionally, the following Emscripten runtime functions are unavailable when |
| // NO_DYNAMIC_EXECUTION=1 is set, and an attempt to call them will throw an exception: |
| // - emscripten_run_script(), |
| // - emscripten_run_script_int(), |
| // - emscripten_run_script_string(), |
| // - dlopen(), |
| // - the functions ccall() and cwrap() are still available, but they are restricted to only |
| // being able to call functions that have been exported in the Module object in advance. |
| // When set to -s NO_DYNAMIC_EXECUTION=2 flag is set, attempts to call to eval() are demoted |
| // to warnings instead of throwing an exception. |
| |
| var EMTERPRETIFY = 0; // Runs tools/emterpretify on the compiler output |
| var EMTERPRETIFY_FILE = ''; // If defined, a file to write bytecode to, otherwise the default is to embed it in text JS arrays (which is less efficient). |
| // When emitting HTML, we automatically generate code to load this file and set it to Module.emterpreterFile. If you |
| // emit JS, you need to make sure that Module.emterpreterFile contains an ArrayBuffer with the bytecode, when the code loads. |
| // Note: You might need to quote twice in the shell, something like -s 'EMTERPRETIFY_FILE="waka"' |
| var EMTERPRETIFY_BLACKLIST = []; // Functions to not emterpret, that is, to run normally at full speed |
| var EMTERPRETIFY_WHITELIST = []; // If this contains any functions, then only the functions in this list |
| // are emterpreted (as if all the rest are blacklisted; this overrides the BLACKLIST) |
| var EMTERPRETIFY_ASYNC = 0; // Allows sync code in the emterpreter, by saving the call stack, doing an async delay, and resuming it |
| var EMTERPRETIFY_ADVISE = 0; // Performs a static analysis to suggest which functions should be run in the emterpreter, as it |
| // appears they can be on the stack when a sync function is called in the EMTERPRETIFY_ASYNC option. |
| // After showing the suggested list, compilation will halt. You can apply the provided list as an |
| // emcc argument when compiling later. |
| |
| var SPLIT_MEMORY = 0; // If > 0, we split memory into chunks, of the size given in this parameter. |
| // * TOTAL_MEMORY becomes the maximum amount of memory, as chunks are allocated on |
| // demand. That means this achieves a result similar to ALLOW_MEMORY_GROWTH, but |
| // better since it can free chunks in the middle. You still to set |
| // ALLOW_MEMORY_GROWTH if you want memory to grow beyond the initial TOTAL_MEMORY |
| // target. |
| // * Larger SPLIT_MEMORY sizes are generally faster to run. |
| // TODO: more docs |
| // TODO: add malloc-split to embuilder |
| var SAFE_SPLIT_MEMORY = 0; // Similar to SAFE_HEAP, but for SPLIT_MEMORY. |
| |
| var RUNNING_JS_OPTS = 0; // whether js opts will be run, after the main compiler |
| var BOOTSTRAPPING_STRUCT_INFO = 0; // whether we are in the generate struct_info bootstrap phase |
| |
| var EMSCRIPTEN_TRACING = 0; // Add some calls to emscripten tracing APIs |
| |
| var USE_GLFW = 2; // Specify the GLFW version that is being linked against. |
| // Only relevant, if you are linking against the GLFW library. |
| // Valid options are 2 for GLFW2 and 3 for GLFW3. |
| |
| var BINARYEN = 0; // Whether to use [Binaryen](https://github.com/WebAssembly/binaryen) to |
| // compile code to WebAssembly. |
| // This will fetch the binaryen port and build it. (If, instead, you set |
| // BINARYEN_ROOT in your ~/.emscripten file, then we use that instead |
| // of the port, which can useful for local dev work on binaryen itself). |
| var BINARYEN_METHOD = "native-wasm"; // How we should run WebAssembly code. By default, we run it natively. |
| // See binaryen's src/js/wasm.js-post.js for more details and options. |
| var BINARYEN_SCRIPTS = ""; // An optional comma-separated list of script hooks to run after binaryen, |
| // in binaryen's /scripts dir. |
| var BINARYEN_IGNORE_IMPLICIT_TRAPS = 0; // Whether to ignore implicit traps when optimizing in binaryen. |
| // Implicit traps are the unlikely traps that happen in a load that |
| // is out of bounds, or div/rem of 0, etc. We can reorder them, |
| // but we can't ignore that they have side effects, so turning on |
| // this flag lets us do a little more to reduce code size. |
| var BINARYEN_TRAP_MODE = "allow"; // How we handle wasm operations that may trap, which includes integer |
| // div/rem of 0 and float-to-int of values too large to fit in an int. |
| // js: do exactly what js does. this can be slower. |
| // clamp: avoid traps by clamping to a reasonable value. this can be |
| // faster than "js". |
| // allow: allow creating operations that can trap. this is the most |
| // compact, as we just emit a single wasm operation, with no |
| // guards to trapping values, and also often the fastest. |
| var BINARYEN_PASSES = ""; // A comma-separated list of passes to run in the binaryen optimizer, |
| // for example, "dce,precompute,vacuum". |
| // When set, this overrides the default passes we would normally run. |
| var WASM_MEM_MAX = -1; // Set the maximum size of memory in the wasm module (in bytes). |
| // Without this, TOTAL_MEMORY is used (as it is used for the initial value), |
| // or if memory growth is enabled, no limit is set. This overrides both of those. |
| // (This option was formerly called BINARYEN_MEM_MAX) |
| var BINARYEN_ASYNC_COMPILATION = 1; // Whether to compile the wasm asynchronously, which is more |
| // efficient and does not block the main thread. This is currently |
| // required for all but the smallest modules to run in V8 |
| var BINARYEN_ROOT = ""; // Directory where we can find Binaryen. Will be automatically set for you, |
| // but you can set it to override if you are a Binaryen developer. |
| |
| var LEGALIZE_JS_FFI = 1; // Whether to legalize the JS FFI interfaces (imports/exports) by wrapping |
| // them to automatically demote i64 to i32 and promote f32 to f64. This is |
| // necessary in order to interface with JavaScript, both for asm.js and wasm. |
| // For non-web/non-JS embeddings, setting this to 0 may be desirable. |
| // LEGALIZE_JS_FFI=0 is incompatible with RUNNING_JS_OPTS and using |
| // non-wasm BINARYEN_METHOD settings. |
| |
| var WASM = 0; // Alias for BINARYEN, the two are identical. Both make us compile code to WebAssembly. |
| |
| var WASM_BACKEND = 0; // Whether to use the WebAssembly backend that is in development in LLVM. |
| // This requires that BINARYEN be set, as we use Binaryen's s2wasm to |
| // translate the backend output. |
| // You should not set this yourself, instead set EMCC_WASM_BACKEND=1 in the |
| // environment. |
| |
| // Ports |
| |
| var USE_SDL = 1; // Specify the SDL version that is being linked against. |
| // 1, the default, is 1.3, which is implemented in JS |
| // 2 is a port of the SDL C code on emscripten-ports |
| var USE_SDL_IMAGE = 1; // Specify the SDL_image version that is being linked against. Must match USE_SDL |
| var USE_SDL_TTF = 1; // Specify the SDL_ttf version that is being linked against. Must match USE_SDL |
| var USE_SDL_NET = 1; // Specify the SDL_net version that is being linked against. Must match USE_SDL |
| var USE_ZLIB = 0; // 1 = use zlib from emscripten-ports |
| var USE_LIBPNG = 0; // 1 = use libpng from emscripten-ports |
| var USE_BULLET = 0; // 1 = use bullet from emscripten-ports |
| var USE_VORBIS = 0; // 1 = use vorbis from emscripten-ports |
| var USE_OGG = 0; // 1 = use ogg from emscripten-ports |
| var USE_FREETYPE = 0; // 1 = use freetype from emscripten-ports |
| var USE_COCOS2D = 0; // 3 = use cocos2d v3 from emscripten-ports |
| |
| var SDL2_IMAGE_FORMATS = []; // Formats to support in SDL2_image. Valid values: bmp, gif, lbm, pcx, png, pnm, tga, xcf, xpm, xv |
| |
| |
| // Compiler debugging options |
| var DEBUG_TAGS_SHOWING = []; |
| // Some useful items: |
| // framework |
| // frameworkLines |
| // gconst |
| // types |
| // vars |
| // unparsedFunctions |
| // metadata |
| // legalizer |
| |
| // For internal use only |
| var ORIGINAL_EXPORTED_FUNCTIONS = []; |
| |
| // The list of defines (C_DEFINES) was moved into struct_info.json in the same directory. |
| // That file is automatically parsed by tools/gen_struct_info.py. |
| // If you modify the headers, just clear your cache and emscripten libc should see |
| // the new values. |
| |
| var IN_TEST_HARNESS = 0; // If true, the current build is performed for the Emscripten test harness. |
| |
| var USE_PTHREADS = 0; // If true, enables support for pthreads. |
| |
| var PTHREAD_POOL_SIZE = 0; // Specifies the number of web workers that are preallocated before runtime is initialized. If 0, workers are created on demand. |
| |
| // Specifies the value returned by the function emscripten_num_logical_cores() |
| // if navigator.hardwareConcurrency is not supported. Pass in a negative number |
| // to show a popup dialog at startup so the user can configure this dynamically. |
| var PTHREAD_HINT_NUM_CORES = 4; |
| |
| var PTHREADS_PROFILING = 0; // True when building with --threadprofiler |
| |
| var PTHREADS_DEBUG = 0; // If true, add in debug traces for diagnosing pthreads related issues. |
| |
| var MAX_GLOBAL_ALIGN = -1; // received from the backend |
| |
| // Duplicate function elimination. This coalesces function bodies that are |
| // identical, which can happen e.g. if two methods have different C/C++ |
| // or LLVM types, but end up identical at the asm.js level (all pointers |
| // are the same as int32_t in asm.js, for example). |
| // This option is quite slow to run, as it processes and hashes all methods |
| // in the codebase in multiple passes. |
| var ELIMINATE_DUPLICATE_FUNCTIONS = 0; // disabled by default |
| var ELIMINATE_DUPLICATE_FUNCTIONS_PASSES = 5; |
| var ELIMINATE_DUPLICATE_FUNCTIONS_DUMP_EQUIVALENT_FUNCTIONS = 0; |
| |
| var EVAL_CTORS = 0; // This tries to evaluate global ctors at compile-time, applying their |
| // effects into the mem init file. This saves running code during |
| // startup, and also allows removing the global ctor functions and |
| // other code that only they used, so this is also good for reducing |
| // code size. However, this does make the compile step much slower. |
| // |
| // This basically runs the ctors during compile time, seeing if they |
| // execute safely in a sandbox. Any ffi access out of asm.js causes |
| // failure, as it could do something nondeterministic and/or |
| // alter some other state we don't see. If all the global ctor does |
| // is pure computation inside asm.js, it should be ok. Run with |
| // EMCC_DEBUG=1 in the env to see logging, and errors when it |
| // fails to eval (you'll see a message, or a stack trace; in the |
| // latter case, the functions on the stack should give you an idea |
| // of what ffi was called and why, and perhaps you can refactor |
| // your code to avoid it, e.g., remove mallocs, printfs in global ctors). |
| // |
| // This optimization can increase the size of the mem init file, |
| // because ctors can write to memory that would otherwise be |
| // in a zeroinit area. This may not be a significant increase after |
| // gzip, if there are mostly zeros in there, and in any case |
| // the mem init increase would be offset by a code size decrease. |
| // (Unless you have a small ctor that writes 'random' data to memory, |
| // which would reduce little code but add potentially lots of |
| // uncompressible data.) |
| // |
| // LLVM's GlobalOpt *almost* does this operation. It does in simple |
| // cases, where LLVM IR is not too complex for its logic to evaluate, |
| // but it isn't powerful enough for e.g. libc++ iostream ctors. It |
| // is just hard to do at the LLVM IR level - LLVM IR is complex and |
| // getting more complex, this would require GlobalOpt to have a full |
| // interpreter, plus a way to write back into LLVM IR global objects. |
| // At the asm.js level, however, everything has been lowered into a |
| // simple low level, and we also just need to write bytes into an |
| // array, so this is easy for us to do, but not for LLVM. A further |
| // issue for LLVM is that it doesn't know that we will not link in |
| // further code, so it only tries to optimize ctors with lowest |
| // priority. We do know that, and can optimize all the ctors. |
| |
| var CYBERDWARF = 0; // see http://kripken.github.io/emscripten-site/docs/debugging/CyberDWARF.html |
| |
| var BUNDLED_CD_DEBUG_FILE = ""; // Path to the CyberDWARF debug file passed to the compiler |
| |
| var TEXTDECODER = 1; // Is enabled, use the JavaScript TextDecoder API for string marshalling. |
| // Enabled by default, set this to 0 to disable. |
| |
| var OFFSCREENCANVAS_SUPPORT = 0; // If set to 1, enables support for transferring canvases to pthreads and creating WebGL contexts in them, |
| // as well as explicit swap control for GL contexts. This needs browser support for the OffscreenCanvas |
| // specification. |
| |
| var FETCH_DEBUG = 0; // If nonzero, prints out debugging information in library_fetch.js |
| |
| var FETCH = 0; // If nonzero, enables emscripten_fetch API. |
| |
| var ASMFS = 0; // If set to 1, uses the multithreaded filesystem that is implemented within the asm.js module, using emscripten_fetch. Implies -s FETCH=1. |
| |
| var SINGLE_FILE = 0; // If set to 1, embeds all subresources in the emitted file as base64 string |
| // literals. Embedded subresources may include (but aren't limited to) |
| // wasm, asm.js, and static memory initialization code. |
| // |
| // When using code that depends on this option, your Content Security Policy |
| // may need to be updated. Specifically, embedding asm.js requires the |
| // script-src directive to whitelist 'unsafe-inline', and using a Worker |
| // requires the child-src directive to whitelist blob:. If you aren't using |
| // Content Security Policy, or your CSP header doesn't include either |
| // script-src or child-src, then you can safely ignore this warning. |
| |
| var WASM_TEXT_FILE = ''; // name of the file containing wasm text, if relevant |
| var WASM_BINARY_FILE = ''; // name of the file containing wasm binary, if relevant |
| var ASMJS_CODE_FILE = ''; // name of the file containing asm.js, if relevant |
| var SOURCE_MAP_BASE = ''; // Base URL the source mapfile, if relevant |
| |
| var MEM_INIT_IN_WASM = 0; // for internal use only |
| |
| var SUPPORT_BASE64_EMBEDDING = 0; // If set to 1, src/base64Utils.js will be included in the bundle. |
| // This is set internally when needed (SINGLE_FILE) |