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// Copyright 2010 The Emscripten Authors. All rights reserved. // Emscripten is available under two separate licenses, the MIT license and the // University of Illinois/NCSA Open Source License. Both these licenses can be // found in the LICENSE file. // // Various compiler settings. 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..] // // For convenience and readability `-s OPTION` expands to `-s OPTION=1` // and `-s NO_OPTION` expands to `-s OPTION=0` (assuming OPTION is a valid // option). // // See https://github.com/emscripten-core/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. // // Settings in this file can be directly set from the command line. Internal // settings that are not part of the user ABI live in the settings_internal.js. // // In general it is best to pass the same arguments at both compile and link // time, as whether wasm object files are used or not affects when codegen // happens (without wasm object files, or when using fastcomp, codegen is all // during link; otherwise, it is during compile). Flags affecting codegen must // be passed when codegen happens, so to let a build easily switch when codegen // happens (LTO vs normal), pass the flags at both times. The flags are also // annotated in this file: // // [link] - Should be passed at link time. This is the case for all JS flags, // as we emit JS at link (and that is most of the flags here, and // hence the default). // [compile+link] - A flag that has an effect at both compile and link time, // basically any time emcc is invoked. The same flag should be // passed at both times in most cases. // // If not otherwise specified, a flag is [link]. Note that no flag is only // relevant during compile time, as during link we may do codegen for system // libraries and other support code, so all flags are either link or // compile+link. // // The [fastcomp-only] annotation means that a flag only affects code generation // in fastcomp. // // Tuning // 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 ASSERTIONS = 1; // 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 RUNTIME_LOGGING = 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 STACK_OVERFLOW_CHECK = 0; // When set to 1, will generate more verbose output during compilation. var VERBOSE = 0; // 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 INVOKE_RUN = 1; // If 0, the runtime is not quit when main() completes (allowing code to // run afterwards, for example from the browser main event loop). atexit()s // are also not executed, and we can avoid including code for runtime shutdown, // like flushing the stdio streams. // Set this to 1 if you do want atexit()s or stdio streams to be flushed // on exit. var EXIT_RUNTIME = 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 var MEM_INIT_METHOD = 0; // 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_STACK = 5*1024*1024; // What malloc()/free() to use, out of // * dlmalloc - a powerful general-purpose malloc // * emmalloc - a simple and compact malloc designed for emscripten // * none - no malloc() implementation is provided, but you must implement // malloc() and free() yourself. // dlmalloc is necessary for split memory and other special modes, and will be // used automatically in those cases. // In general, if you don't need one of those special modes, and if you don't // allocate very many small objects, you should use emmalloc since it's // smaller. Otherwise, if you do allocate many small objects, dlmalloc // is usually worth the extra size. var MALLOC = "dlmalloc"; // 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 (INITIAL_MEMORY) must be. // If you set this to 0, then you get the standard malloc behavior of // returning NULL (0) when it fails. var ABORTING_MALLOC = 1; // If 1, generated a version of memcpy() and memset() that unroll their // copy sizes. If 0, optimizes for size instead to generate a smaller memcpy. // This flag only has effect when targeting asm.js. // [fastcomp-only] var FAST_UNROLLED_MEMCPY_AND_MEMSET = 1; // The initial 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. // If ALLOW_MEMORY_GROWTH is set, this initial amount of memory can increase // later; if not, then it is the final and total amount of memory. // // (This option was formerly called TOTAL_MEMORY.) var INITIAL_MEMORY = 16777216; // Set the maximum size of memory in the wasm module (in bytes). Without this, // INITIAL_MEMORY is used (as it is used for the initial value), or if memory // growth is enabled, the default value here (-1) is to have no limit, but you // can set this to set a maximum size that growth will stop at. // // This setting only matters for wasm, as in asm.js there is no place to set // a maximum, and only when ALLOW_MEMORY_GROWTH is set. // // (This option was formerly called WASM_MEM_MAX and BINARYEN_MEM_MAX.) var MAXIMUM_MEMORY = -1; // If false, we abort with an error if we try to allocate more memory than // we can (INITIAL_MEMORY). If true, we will grow the memory arrays at // runtime, seamlessly and dynamically. This has a performance cost in asm.js, // 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), but in wasm it is efficient and should be used whenever relevant. // See https://code.google.com/p/v8/issues/detail?id=3907 regarding // memory growth performance in chrome. // Note that growing memory means we replace the JS typed array views, as // once created they cannot be resized. (This happens both in asm.js and in // wasm - in wasm we can grow the Memory, but still need to create new // views for JS.) // 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 ALLOW_MEMORY_GROWTH = 0; // If ALLOW_MEMORY_GROWTH is true, this variable specifies the geometric // overgrowth rate of the heap at resize. Specify MEMORY_GROWTH_GEOMETRIC_STEP=0 // to disable overgrowing the heap at all, or e.g. // MEMORY_GROWTH_GEOMETRIC_STEP=1.0 to double the heap (+100%) at every grow step. // The larger this value is, the more memory the WebAssembly heap overreserves // to reduce performance hiccups coming from memory resize, and the smaller // this value is, the more memory is conserved, at the performance of more // stuttering when the heap grows. (profiled to be on the order of ~20 msecs) var MEMORY_GROWTH_GEOMETRIC_STEP = 0.20; // Specifies a cap for the maximum geometric overgrowth size, in bytes. Use // this value to constrain the geometric grow to not exceed a specific rate. // Pass MEMORY_GROWTH_GEOMETRIC_CAP=0 to disable the cap and allow unbounded // size increases. var MEMORY_GROWTH_GEOMETRIC_CAP = 96*1024*1024; // If ALLOW_MEMORY_GROWTH is true and MEMORY_GROWTH_LINEAR_STEP == -1, then // geometric memory overgrowth is utilized (above variable). Set // MEMORY_GROWTH_LINEAR_STEP to a multiple of WASM page size (64KB), eg. 16MB to // replace geometric overgrowth rate with a constant growth step size. When // MEMORY_GROWTH_LINEAR_STEP is used, the variables MEMORY_GROWTH_GEOMETRIC_STEP // and MEMORY_GROWTH_GEOMETRIC_CAP are ignored. var MEMORY_GROWTH_LINEAR_STEP = -1; // If true, allows more functions to be added to the table at runtime. This is // necessary for dynamic linking, and set automatically in that mode. var ALLOW_TABLE_GROWTH = 0; // where global data begins; the start of static memory. -1 means use the // default, any other value will be used as an override var GLOBAL_BASE = -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. // 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. // [fastcomp-only] var DOUBLE_MODE = 1; // 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. This is currently only supported in asm.js, not // wasm. var WARN_UNALIGNED = 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. // [fastcomp-only] // With upstream backend and WASM=0, JS output always uses Math.fround for consistent // behavior with WebAssembly. var PRECISE_F32 = 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 SIMD = 0; // Whether closure compiling is being run on this output var USE_CLOSURE_COMPILER = 0; // Specifies how warnings emitted by Closure are treated. Possible // options: 'quiet', 'warn', 'error'. If set to 'warn', Closure warnings are printed // out to console. If set to 'error', Closure warnings are treated like errors, // similar to -Werror compiler flag. var CLOSURE_WARNINGS = 'quiet'; // If set to 1, each asm.js/wasm module export is individually declared with a // JavaScript "var" definition. This is the simple and recommended approach. // However, this does increase code size (especially if you have many such // exports), which can be avoided in an unsafe way by setting this to 0. In that // case, no "var" is created for each export, and instead a loop (of small // constant code size, no matter how many exports you have) writes all the // exports received into the global scope. Doing so is dangerous since such // modifications of the global scope can confuse external JS minifier tools, and // also things can break if the scope the code is in is not the global scope // (e.g. if you manually enclose them in a function scope). var DECLARE_ASM_MODULE_EXPORTS = 1; // Ignore closure warnings and errors (like on duplicate definitions) var IGNORE_CLOSURE_COMPILER_ERRORS = 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 // [compile+link] var INLINING_LIMIT = 0; // Run aggressiveVariableElimination in js-optimizer.js // [fastcomp-only] var AGGRESSIVE_VARIABLE_ELIMINATION = 0; // Whether to simplify ifs in js-optimizer.js // [fastcomp-only] var SIMPLIFY_IFS = 1; // 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 = 0; // Log out all SAFE_HEAP operations var SAFE_HEAP_LOG = 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. // [fastcomp-only] var RESERVED_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. // [fastcomp-only] var ALIASING_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. // [fastcomp-only] var EMULATED_FUNCTION_POINTERS = 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. Aside from making // calls not fail, this tries to convert values as best it can. In asm.js, this // uses doubles as the JS number type, so if you send a double to a parameter // accepting an int, it will be |0-d into a (signed) int. In wasm, we have i64s // so that is not valid, and instead we use 64 bits to represent values, as if // we wrote the sent value to memory and loaded the received type from the same // memory (using truncs/extends/ reinterprets). This means that when types do // not match the emulated values may differ between asm.js and wasm (and native, // for that matter - this is all undefined behavior). In any case, both // approaches appear good enough to support Python, which is the main use case // motivating this feature. var EMULATE_FUNCTION_POINTER_CASTS = 0; // Print out exceptions in emscriptened code. Does not work in asm.js mode var EXCEPTION_DEBUG = 0; // If 1, build in libcxxabi's full c++ demangling code, to allow stackTrace() // to emit fully proper demangled c++ names var DEMANGLE_SUPPORT = 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 LIBRARY_DEBUG = 0; // Print out all musl syscalls, including translating their numeric index // to the string name, which can be convenient for debugging. (Other system // calls are not numbered and already have clear names; use LIBRARY_DEBUG // to get logging for all of them.) var SYSCALL_DEBUG = 0; // Log out socket/network data transfer. var SOCKET_DEBUG = 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 SOCKET_WEBRTC = 0; // 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_URL = 'ws://'; // If 1, the POSIX sockets API uses a native bridge process server to proxy sockets calls // from browser to native world. var PROXY_POSIX_SOCKETS = 0; // A string containing a comma separated list of WebSocket subprotocols // as would be present in the Sec-WebSocket-Protocol header. // You can set 'null', if you don't want to specify it. var WEBSOCKET_SUBPROTOCOL = 'binary'; // Print out debugging information from our OpenAL implementation. var OPENAL_DEBUG = 0; // If 1, prints out debugging related to calls from emscripten_web_socket_* functions // in emscripten/websocket.h. // If 2, additionally traces bytes communicated via the sockets. var WEBSOCKET_DEBUG = 0; // Adds extra checks for error situations in the GL library. Can impact // performance. var GL_ASSERTIONS = 0; // If enabled, prints out all API calls to WebGL contexts. (*very* verbose) var TRACE_WEBGL_CALLS = 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_DEBUG = 0; // When enabled, sets preserveDrawingBuffer in the context, to allow tests to // work (but adds overhead) var GL_TESTING = 0; // How large GL emulation temp buffers are var GL_MAX_TEMP_BUFFER_SIZE = 2097152; // Enables some potentially-unsafe optimizations in GL emulation code var GL_UNSAFE_OPTS = 1; // Forces support for all GLES2 features, not just the WebGL-friendly subset. var FULL_ES2 = 0; // If true, glGetString() for GL_VERSION and GL_SHADING_LANGUAGE_VERSION will // return strings OpenGL ES format "Open GL ES ... (WebGL ...)" rather than the // WebGL format. If false, the direct WebGL format strings are returned. Set // this to true to make GL contexts appear like an OpenGL ES context in these // version strings (at the expense of a little bit of added code size), and to // false to make GL contexts appear like WebGL contexts and to save some bytes // from the output. var GL_EMULATE_GLES_VERSION_STRING_FORMAT = 1; // If true, all GL extensions are advertised in both unprefixed WebGL extension // format, but also in desktop/mobile GLES/GL extension format with "GL_" prefix. var GL_EXTENSIONS_IN_PREFIXED_FORMAT = 1; // If true, adds support for automatically enabling all GL extensions for // GLES/GL emulation purposes. This takes up code size. If you set this to 0, // you will need to manually enable the extensions you need. var GL_SUPPORT_AUTOMATIC_ENABLE_EXTENSIONS = 1; // If set to 0, Emscripten GLES2->WebGL translation layer does not track the kind // of GL errors that exist in GLES2 but do not exist in WebGL. Settings this to 0 // saves code size. (Good to keep at 1 for development) var GL_TRACK_ERRORS = 1; // If true, GL contexts support the explicitSwapControl context creation flag. // Set to 0 to save a little bit of space on projects that do not need it. var GL_SUPPORT_EXPLICIT_SWAP_CONTROL = 0; // If true, calls to glUniform*fv and glUniformMatrix*fv utilize a pool of // preallocated temporary buffers for common small sizes to avoid generating // temporary garbage for WebGL 1. Disable this to optimize generated size of the // GL library a little bit, at the expense of generating garbage in WebGL 1. If // you are only using WebGL 2 and do not support WebGL 1, this is not needed and // you can turn it off. var GL_POOL_TEMP_BUFFERS = 1; // Some old Android WeChat (Chromium 37?) browser has a WebGL bug that it ignores // the offset of a typed array view pointing to an ArrayBuffer. Set this to // 1 to enable a polyfill that works around the issue when it appears. This // bug is only relevant to WebGL 1, the affected browsers do not support WebGL 2. var WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG = 0; // Deprecated. Pass -s MAX_WEBGL_VERSION=2 to target WebGL 2.0. var USE_WEBGL2 = 0; // Specifies the lowest WebGL version to target. Pass -s MIN_WEBGL_VERSION=1 // to enable targeting WebGL 1, and -s MIN_WEBGL_VERSION=2 to drop support // for WebGL 1.0 var MIN_WEBGL_VERSION = 1; // Specifies the highest WebGL version to target. Pass -s MAX_WEBGL_VERSION=2 // to enable targeting WebGL 2. If WebGL 2 is enabled, some APIs (EGL, GLUT, SDL) // will default to creating a WebGL 2 context if no version is specified. var MAX_WEBGL_VERSION = 1; // 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 WEBGL2_BACKWARDS_COMPATIBILITY_EMULATION = 0; // Forces support for all GLES3 features, not just the WebGL2-friendly subset. // This automatically turns on FULL_ES2 and WebGL2 support. var FULL_ES3 = 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 LEGACY_GL_EMULATION = 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_FFP_ONLY = 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 GL_PREINITIALIZED_CONTEXT = 0; // Enables support for WebGPU (via "webgpu/webgpu.h"). var USE_WEBGPU = 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 STB_IMAGE = 0; // If WORKAROUND_IOS_9_RIGHT_SHIFT_BUG==1, work around Safari/WebKit bug in iOS 9.3.5: https://bugs.webkit.org/show_bug.cgi?id=151514 where computing "a >> b" or "a >>> b" in // JavaScript would erroneously output 0 when a!=0 and b==0, after suitable JIT compiler optimizations have been applied to a function at runtime (bug does not // occur in debug builds). Fix was landed in https://trac.webkit.org/changeset/196591/webkit on Feb 15th 2016. iOS 9.3.5 was released on August 25 2016, but // oddly did not have the fix. iOS Safari 10.3.3 was released on July 19 2017, that no longer has the issue. Unknown which released version between these was the // first to contain the fix, though notable is that iOS 9.3.5 and iOS 10.3.3 are the two consecutive "end-of-life" versions of iOS that users are likely // to be on, e.g. iPhone 4s, iPad 2, iPad 3, iPad Mini 1, Pod Touch 5 all had end-of-life at iOS 9.3.5 (tested to be affected), // and iPad 4, iPhone 5 and iPhone 5c all had end-of-life at iOS 10.3.3 (confirmed not affected). // If you do not care about old iOS 9 support, keep this disabled. var WORKAROUND_IOS_9_RIGHT_SHIFT_BUG = 0; // From Safari 8 (where WebGL was introduced to Safari) onwards, OES_texture_half_float and OES_texture_half_float_linear extensions // are broken and do not function correctly, when used as source textures. // See https://bugs.webkit.org/show_bug.cgi?id=183321, https://bugs.webkit.org/show_bug.cgi?id=169999, // https://stackoverflow.com/questions/54248633/cannot-create-half-float-oes-texture-from-uint16array-on-ipad var GL_DISABLE_HALF_FLOAT_EXTENSION_IF_BROKEN = 0; // If set, enables polyfilling for Math.clz32, Math.trunc, Math.imul, Math.fround. var POLYFILL_OLD_MATH_FUNCTIONS = 0; // Set this to enable compatibility emulations for old JavaScript engines. This gives you // the highest possible probability of the code working everywhere, even in rare old // browsers and shell environments. Specifically: // * Add polyfilling for Math.clz32, Math.trunc, Math.imul, Math.fround. (-s POLYFILL_OLD_MATH_FUNCTIONS=1) // * Work around iOS 9 right shift bug (-s WORKAROUND_IOS_9_RIGHT_SHIFT_BUG=1) // * Work around old Chromium WebGL 1 bug (-s WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG=1) // * Disable WebAssembly. (Must be paired with -s WASM=0) // * Adjusts MIN_X_VERSION settings to 0 to include support for all browser versions. // You can also configure the above options individually. var LEGACY_VM_SUPPORT = 0; // By default, emscripten output will run on the web, in a web worker, // in node.js, or in a JS shell like d8, js, or jsc. You can set this option to // specify that the output should only run in one particular environment, which // must be one of // 'web' - the normal web environment. // 'worker' - a web worker environment. // 'node' - Node.js. // 'shell' - a JS shell like d8, js, or jsc. // Or it can be a comma-separated list of them, e.g., "web,worker". If this is // the empty string, then all runtime environments are supported. // (There is also a 'pthread' environment, see shell.js, but it cannot be specified // manually yet TODO) var ENVIRONMENT = ''; // 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 LZ4 = 0; // Disables generating code to actually catch exceptions. This disabling is on // by default as the overhead of exceptions is quite high in size and speed // currently (in the future, wasm should improve that). When exceptions are // disabled, if an exception actually happens then it will not be caught // and the program will halt (so this will not introduce silent failures). // There are 3 specific modes here: // 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 // XXX note that this removes *catching* of exceptions, which is the main // issue for speed, but you should build source files with // -fno-exceptions to really get rid of all exceptions code overhead, // as it may contain thrown exceptions that are never caught (e.g. // just using std::vector can have that). -fno-rtti may help as well. // // [compile+link] - affects user code at compile and system libraries at link var DISABLE_EXCEPTION_CATCHING = 1; // Enables catching exception in the listed functions only, if // DISABLE_EXCEPTION_CATCHING = 2 is set // [compile+link] - affects user code at compile and system libraries at link var EXCEPTION_CATCHING_WHITELIST = []; // 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. // Emscripten uses an ExitStatus exception to halt when exit() is called. // With this option, we prevent that from showing up as an unhandled // exception. var NODEJS_CATCH_EXIT = 1; // Catch unhandled rejections in node. Without this, node may print the error, // and that this behavior will change in future node, wait a few seconds, and // then exit with 0 (which hides the error if you don't read the log). With // this, we catch any unhandled rejection and throw an actual error, which will // make the process exit immediately with a non-0 return code. var NODEJS_CATCH_REJECTION = 1; // 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 // On fastcomp this uses the Asyncify IR transform. // On upstream this uses the Asyncify pass in Binaryen. TODO: whitelist, coroutines var ASYNCIFY = 0; // Imports which can do a sync operation, in addition to the default ones that // emscripten defines like emscripten_sleep. If you add more you will need to // mention them to here, or else they will not work (in ASSERTIONS builds an // error will be shown). // Note that this list used to contain the default ones, which meant that you // had to list them when adding your own; the default ones are now added // automatically. var ASYNCIFY_IMPORTS = []; // Whether indirect calls can be on the stack during an unwind/rewind. // If you know they cannot, then setting this can be extremely helpful, as otherwise asyncify // must assume an indirect call can reach almost everywhere. var ASYNCIFY_IGNORE_INDIRECT = 0; // The size of the asyncify stack - the region used to store unwind/rewind // info. This must be large enough to store the call stack and locals. If it is too // small, you will see a wasm trap due to executing an "unreachable" instruction. // In that case, you should increase this size. var ASYNCIFY_STACK_SIZE = 4096; // If the Asyncify blacklist is provided, then the functions in it will not // be instrumented even if it looks like they need to. This can be useful // if you know things the whole-program analysis doesn't, like if you // know certain indirect calls are safe and won't unwind. But if you // get the list wrong things will break (and in a production build user // input might reach code paths you missed during testing, so it's hard // to know you got this right), so this is not recommended unless you // really know what are doing, and need to optimize every bit of speed // and size. // The names in this list are names from the WebAssembly Names section. The // wasm backend will emit those names in *human-readable* form instead of // typical C++ mangling. For example, you should write Struct::func() // instead of _ZN6Struct4FuncEv. C is also different from C++, as C // names don't end with parameters; as a result foo(int) in C++ would appear // as just foo in C (C++ has parameters because it needs to differentiate // overloaded functions). You will see warnings in the console if a name in the // list is missing (these are not errors because inlining etc. may cause // changes which would mean a single list couldn't work for both -O0 and -O1 // builds, etc.). You can inspect the wasm binary to look for the actual names, // either directly or using wasm-objdump or wasm-dis, etc. // Simple '*' wildcard matching is supported. var ASYNCIFY_BLACKLIST = []; // If the Asyncify whitelist is provided, then *only* the functions in the list // will be instrumented. Like the blacklist, getting this wrong will break // your application. // See notes on ASYNCIFY_BLACKLIST about the names. var ASYNCIFY_WHITELIST = []; // Allows lazy code loading: where emscripten_lazy_load_code() is written, we // will pause execution, load the rest of the code, and then resume. var ASYNCIFY_LAZY_LOAD_CODE = 0; // Runtime debug logging from asyncify internals. var ASYNCIFY_DEBUG = 0; // Runtime elements that are exported on Module by default. We used to export // quite a lot here, but have removed them all, so this option is redundant // given that EXTRA_EXPORTED_RUNTIME_METHODS exists, and so this option exists // only for backwards compatibility. You should use // EXTRA_EXPORTED_RUNTIME_METHODS for things you want to export from the // runtime. 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 can export the FS object by // having "FS" in this list. var 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 EXTRA_EXPORTED_RUNTIME_METHODS = []; // A list of incoming values on the Module object in JS that we care about. If // a value is not in this list, then we don't emit code to check if you provide // it on the Module object. For example, if // you have this: // // var Module = { // print: function(x) { console.log('print: ' + x) }, // preRun: [function() { console.log('pre run') }] // }; // // Then MODULE_JS_API must contain 'print' and 'preRun'; if it does not then // we may not emit code to read and use that value. In other words, this // option lets you set, statically at compile time, the list of which Module // JS values you will be providing at runtime, so the compiler can better // optimize. // // Setting this list to [], or at least a short and concise set of names you // actually use, can be very useful for reducing code size. By default the // list contains all the possible APIs. // // FIXME: should this just be 0 if we want everything? var INCOMING_MODULE_JS_API = [ 'ENVIRONMENT', 'GL_MAX_TEXTURE_IMAGE_UNITS', 'SDL_canPlayWithWebAudio', 'SDL_numSimultaneouslyQueuedBuffers', 'INITIAL_MEMORY', 'wasmMemory', 'arguments', 'buffer', 'canvas', 'doNotCaptureKeyboard', 'dynamicLibraries', 'elementPointerLock', 'extraStackTrace', 'forcedAspectRatio', 'instantiateWasm', 'keyboardListeningElementfreePreloadedMediaOnUse', 'locateFile', 'logReadFiles', 'mainScriptUrlOrBlob', 'mem', 'monitorRunDependencies', 'noExitRuntime', 'noInitialRun', 'onAbort', 'onCustomMessage', 'onExit', 'onFree', 'onFullScreen', 'onMalloc', 'onRealloc', 'onRuntimeInitialized', 'postMainLoop', 'postRun', 'preInit', 'preMainLoop', 'preRun', 'preinitializedWebGLContextmemoryInitializerRequest', 'preloadPlugins', 'print', 'printErr', 'quit', 'setStatus', 'statusMessage', 'stderr', 'stdin', 'stdout', 'thisProgram', 'wasm', 'wasmBinary', 'websocket' ]; // If set to nonzero, the provided virtual filesystem if treated // case-insensitive, like Windows and macOS do. If set to 0, the VFS is // case-sensitive, like on Linux. var CASE_INSENSITIVE_FS = 0; // If set to 0, 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 FILESYSTEM = 1; // 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 FORCE_FILESYSTEM = 0; // Enables support for the NODERAWFS filesystem backend. This is a special // backend as it replaces all normal filesystem access with direct Node.js // operations, without the need to do `FS.mount()`, and this backend only // works with Node.js. The initial working directory will be same as // process.cwd() instead of VFS root directory. Because this mode directly uses // Node.js to access the real local filesystem on your OS, the code will not // necessarily be portable between OSes - it will be as portable as a Node.js // program would be, which means that differences in how the underlying OS // handles permissions and errors and so forth may be noticeable. This has // mostly been tested on Linux so far. var NODERAWFS = 0; // This saves the compiled wasm module in a file with name // $WASM_BINARY_NAME.$V8_VERSION.cached // and loads it on subsequent runs. This caches the compiled wasm code from // v8 in node, which saves compiling on subsequent runs, making them start up // much faster. // The V8 version used in node is included in the cache name so that we don't // try to load cached code from another version, which fails silently (it seems // to load ok, but we do actually recompile). // * This requires a somewhat recent node, but unclear what version, see // https://github.com/nodejs/node/issues/18265#issuecomment-471237531 // * This option requires WASM_ASYNC_COMPILATION=0 (we load and save code // in the sync compilation path for simplicity). // * The default location of the .cached files is alongside the wasm binary, // as mentioned earlier. If that is in a read-only directory, you may need // to place them elsewhere. You can use the locateFile() hook to do so. var NODE_CODE_CACHING = 0; // 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 EXPORTED_FUNCTIONS = ['_main']; // If true, we export all the symbols that are present in JS onto the Module // object. This does not affect which symbols will be present - it does not // prevent DCE or cause anything to be included in linking. It only does // Module['X'] = X; // for all X that end up in the JS file. This is useful to export the JS // library functions on Module, for things like dynamic linking. var EXPORT_ALL = 0; // Export all bindings generator functions (prefixed with emscripten_bind_). This // is necessary to use the WebIDL binder with asm.js var EXPORT_BINDINGS = 0; // If true, export all the functions appearing in a function table, and the // tables themselves. var EXPORT_FUNCTION_TABLES = 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 RETAIN_COMPILER_SETTINGS = 0; // 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 = []; // 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 LIBRARY_DEPS_TO_AUTOEXPORT = ['memcpy']; // 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 malloc for use by // the module. var INCLUDE_FULL_LIBRARY = 0; // Set this to a string to override the shell file used var SHELL_FILE = 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) // Automatically set for SIDE_MODULE or MAIN_MODULE. var RELOCATABLE = 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 MAIN_MODULE = 0; // Corresponds to MAIN_MODULE (also supports modes 1 and 2) var SIDE_MODULE = 0; // If this is a shared object (MAIN_MODULE == 1 || SIDE_MODULE == 1), then we // will link these at runtime. They must have been built with SIDE_MODULE == 1. var RUNTIME_LINKED_LIBS = []; // If set to 1, this is a worker library, a special kind of library that is run // in a worker. See emscripten.h var BUILD_AS_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 = 0; // 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_WORKER_FILENAME = ''; // 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. // // This proxies Module['canvas'], if present, and if OFFSCREEN_CANVAS support // is enabled. This has to happen because this is the only chance - this browser // main thread does the the only pthread_create call that happens on // that thread, so it's the only chance to transfer the canvas from there. var PROXY_TO_PTHREAD = 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. // // MAIN_MODULE and SIDE_MODULE both imply this, so it not normally necessary // to set this explicitly. Note that MAIN_MODULE and SIDE_MODULE mode 2 do // *not* set this, so that we still do normal DCE on them, and in that case // you must keep relevant things alive yourself using exporting. var LINKABLE = 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. // Changes enabled by this: // * The C define EMSCRIPTEN is not defined (__EMSCRIPTEN__ always is, and // is the correct thing to use). // * STRICT_JS is enabled. // * AUTO_JS_LIBRARIES is disabled. // * AUTO_ARCHIVE_INDEXES is disabled. // [compile+link] var STRICT = 0; // Automatically attempt to add archive indexes at link time to archives that // don't already have them. This can happen when GNU ar or GNU ranlib is used // rather than `llvm-ar` or `emar` since the former don't understand the wasm // object format. // [link] var AUTO_ARCHIVE_INDEXES = 1; // Add "use strict;" to generated JS var STRICT_JS = 0; // 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. Any undefined symbols that are listed in- // EXPORTED_FUNCTIONS will also be reported. var WARN_ON_UNDEFINED_SYMBOLS = 1; // If set to 1, we will give a link-time error on any undefined symbols (see // WARN_ON_UNDEFINED_SYMBOLS). To allow undefined symbols at link time set this // to 0, in which case if an undefined function is called a runtime error will // occur. Any undefined symbols that are listed in EXPORTED_FUNCTIONS will also // be reported. var ERROR_ON_UNDEFINED_SYMBOLS = 1; // 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 SMALL_XHR_CHUNKS = 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 HEADLESS = 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 DETERMINISTIC = 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.) // // The default .html shell file provided in MINIMAL_RUNTIME mode shows // an example to how the module is instantiated from within the html file. // The default .html shell file provided by traditional runtime mode is only // compatible with MODULARIZE=0 mode, so when building with traditional // runtime, you should provided your own html shell file to perform the // instantiation when building with MODULARIZE=1. (For more details, see // https://github.com/emscripten-core/emscripten/issues/7950) // // If you add --pre-js or --post-js files, they will be included inside // the module with the rest of the emitted code. That way, they can be // optimized together with it. (If you want something outside of the module, // that is, literally before or after all the code including the extra // MODULARIZE code, you can do that by modifying the JS yourself after // emscripten runs. While --pre-js and --post-js happen to do that in // non-modularize mode, their big feature is that they add code to be // optimized with the rest of the emitted code, allowing better dead code // elimination and minification.) // // 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. // // Note that in MODULARIZE mode we do *not* look at the global `Module` // object, so if you define things there they will be ignored. The reason // is that you will be constructing the instances manually, and can // provide Module there, or something else, as you want. This differs // in MODULARIZE_INSTANCE mode, where we *do* look at the global, since // as in non-MODULARIZE mode there is just one global instance, and it // is constructed by the setup code. var MODULARIZE = 0; // Similar to MODULARIZE, but while that mode exports a function, with which you // can create multiple instances, this option exports a singleton instance. In // other words, it's the same as if you used MODULARIZE and did EXPORT_NAME = // EXPORT_NAME() to create the instance manually. // // Note that the promise-like API MODULARIZE provides isn't available here // (since you aren't creating the instance yourself). var MODULARIZE_INSTANCE = 0; // If we separate out asm.js with the --separate-asm option, // this is the name of the variable where the generated asm.js // Module is assigned to. This name can either be a property // of Module, or a freestanding variable name, like "var asmJs". // If you are XHRing in multiple asm.js built files, use this option to // assign the generated asm.js modules to different variable names // so that they do not conflict. Default name is 'Module["asm"]' if a custom // name is not passed in. var SEPARATE_ASM_MODULE_NAME = ''; // Export using an ES6 Module export rather than a UMD export. MODULARIZE must // be enabled for ES6 exports. var EXPORT_ES6 = 0; // Use the ES6 Module relative import feature 'import.meta.url' // to auto-detect WASM Module path. // It might not be supported on old browsers / toolchains var USE_ES6_IMPORT_META = 1; // 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 BENCHMARK = 0; // If 1, generate code in asm.js format. If 2, emits the same code except for // omitting 'use asm'. // [fastcomp-only] var 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). // [fastcomp-only] var FINALIZE_ASM_JS = 1; // 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 SWAPPABLE_ASM_MODULE = 0; // see emcc --separate-asm // [fastcomp-only] var SEPARATE_ASM = 0; // 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 DEAD_FUNCTIONS = []; // Global variable to export the module as for environments without a // standardized module loading system (e.g. the browser and SM shell). var EXPORT_NAME = 'Module'; // When set to 0, 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 // DYNAMIC_EXECUTION=0 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 DYNAMIC_EXECUTION=2 flag is set, attempts to call to eval() are demoted // to warnings instead of throwing an exception. var DYNAMIC_EXECUTION = 1; // Runs tools/emterpretify on the compiler output. // [fastcomp-only] var EMTERPRETIFY = 0; // 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"' // [fastcomp-only] var EMTERPRETIFY_FILE = ''; // Functions to not emterpret, that is, to run normally at full speed // [fastcomp-only] var EMTERPRETIFY_BLACKLIST = []; // 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) // [fastcomp-only] var EMTERPRETIFY_WHITELIST = []; // Allows sync code in the emterpreter, by saving the call stack, doing an async // delay, and resuming it // [fastcomp-only] var EMTERPRETIFY_ASYNC = 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. // [fastcomp-only] var EMTERPRETIFY_ADVISE = 0; // If you have additional custom synchronous functions, add them to this list // and the advise mode will include them in its analysis. // [fastcomp-only] var EMTERPRETIFY_SYNCLIST = []; // whether js opts will be run, after the main compiler var RUNNING_JS_OPTS = 0; // whether we are in the generate struct_info bootstrap phase var BOOTSTRAPPING_STRUCT_INFO = 0; // struct_info that is either generated or cached var STRUCT_INFO = ''; // Add some calls to emscripten tracing APIs var EMSCRIPTEN_TRACING = 0; // 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 USE_GLFW = 2; // Whether to use compile code to WebAssembly. Set this to 0 to compile to // asm.js in fastcomp, or JS in upstream. // // Note that in upstream, WASM=0 behaves very similarly to WASM=1, in particular // startup can be either async or sync, so flags like WASM_ASYNC_COMPILATION // still make sense there, see that option for more details. // // Specify -s WASM=2 to target both WebAssembly and JavaScript at the same time. // In that build mode, two files a.wasm and a.wasm.js are produced, and at runtime // the WebAssembly file is loaded if browser/shell supports it. Otherwise the // .wasm.js fallback will be used. var WASM = 1; // STANDALONE_WASM indicates that we want to emit a wasm file that can run without // JavaScript. The file will use standard APIs such as wasi as much as possible // to achieve that. // // This option does not guarantee that the wasm can be used by itself - if you // use APIs with no non-JS alternative, we will still use those (e.g., OpenGL // at the time of writing this). This gives you the option to see which APIs // are missing, and if you are compiling for a custom wasi embedding, to add // those to your embedding. // // We may still emit JS with this flag, but the JS should only be a convenient // way to run the wasm on the Web or in Node.js, and you can run the wasm by // itself without that JS (again, unless you use APIs for which there is no // non-JS alternative) in a wasm runtime like wasmer or wasmtime. // // Note that even without this option we try to use wasi etc. syscalls as much // as possible. What this option changes is that we do so even when it means // a tradeoff with JS size. For example, when this option is set we do not // import the Memory - importing it is useful for JS, so that JS can start to // use it before the wasm is even loaded, but in wasi and other wasm-only // environments the expectation is to create the memory in the wasm itself. // Doing so prevents some possible JS optimizations, so we only do it behind // this flag. var STANDALONE_WASM = 0; // Whether to use the WebAssembly backend that is in development in LLVM. You // should not set this yourself, instead set EMCC_WASM_BACKEND=1 in the // environment. var WASM_BACKEND = 0; // An optional comma-separated list of script hooks to run after binaryen, // in binaryen's /scripts dir. var BINARYEN_SCRIPTS = ""; // Whether to ignore implicit traps when optimizing in binaryen. Implicit // traps are the traps that happen in a load that is out of bounds, or // div/rem of 0, etc. With this option set, the optimizer assumes that loads // cannot trap, and therefore that they have no side effects at all. This // is *not* safe in general, as you may have a load behind a condition which // ensures it it is safe; but if the load is assumed to not have side effects it // could be executed unconditionally. For that reason this option is generally // not useful on large and complex projects, but in a small and simple enough // codebase it may help reduce code size a little bit. var BINARYEN_IGNORE_IMPLICIT_TRAPS = 0; // 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. // [fastcomp-only] var BINARYEN_TRAP_MODE = "allow"; // A comma-separated list of passes to run in the binaryen optimizer, for // example, "dce,precompute,vacuum". When set, this overrides/replaces // the default passes we would normally run. // Note that you can put any binaryen wasm-opt flag here, not just // passes. The key thing is that these flags are sent to the main wasm-opt // invocation to optimize the wasm binary, which is when we run several // important passes. We may also run wasm-opt for various other reasons, // like as part of metadce, and these flags are not passed at those times, // so they are a bunch of passes (+ other flags) for that one main // invocation. var BINARYEN_PASSES = ""; // A comma-separated list of passes to run in the binaryen optimizer, like // BINARYEN_PASSES, but that is in addition to any default ones. That is, // setting this does not override/replace the default passes, and it is // appended at the end of the list of passes. var BINARYEN_EXTRA_PASSES = ""; // 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 chrome. // // Note that this flag is still useful even if WASM=0 when using the upstream // backend, as startup behaves the same there as WASM=1 (the implementation is // of a fake WebAssembly.* object, so the startup code doesn't know it's JS // and not wasm). That makes it easier to swap between JS and wasm builds, // however, this is a difference from fastcomp in which WASM=0 always meant // sync startup as asm.js (unless a mem init file was used or some other thing // that forced async). // // (This option was formerly called BINARYEN_ASYNC_COMPILATION) var WASM_ASYNC_COMPILATION = 1; // WebAssembly defines a "producers section" which compilers and tools can // annotate themselves in. Emscripten does not emit this by default, as it // increases code size, and some users may not want information about their tools // to be included in their builds for privacy or security reasons, see // https://github.com/WebAssembly/tool-conventions/issues/93. // TODO: currently this flag just controls whether we run the binaryen pass // to strip it out from the wasm (where the LLVM wasm backend may have // created it) var EMIT_PRODUCERS_SECTION = 0; // 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. var LEGALIZE_JS_FFI = 1; // Ports // 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 = 1; // Specify the SDL_gfx version that is being linked against. Must match USE_SDL var USE_SDL_GFX = 0; // Specify the SDL_image version that is being linked against. Must match USE_SDL var USE_SDL_IMAGE = 1; // Specify the SDL_ttf version that is being linked against. Must match USE_SDL var USE_SDL_TTF = 1; // Specify the SDL_net version that is being linked against. Must match USE_SDL var USE_SDL_NET = 1; // 1 = use icu from emscripten-ports var USE_ICU = 0; // 1 = use zlib from emscripten-ports var USE_ZLIB = 0; // 1 = use bzip2 from emscripten-ports var USE_BZIP2 = 0; // 1 = use libjpeg from emscripten-ports var USE_LIBJPEG = 0; // 1 = use libpng from emscripten-ports var USE_LIBPNG = 0; // 1 = use Regal from emscripten-ports var USE_REGAL = 0; // 1 = use Boost headers from emscripten-ports var USE_BOOST_HEADERS = 0; // 1 = use bullet from emscripten-ports var USE_BULLET = 0; // 1 = use vorbis from emscripten-ports var USE_VORBIS = 0; // 1 = use ogg from emscripten-ports var USE_OGG = 0; // 1 = use freetype from emscripten-ports var USE_FREETYPE = 0; // Specify the SDL_mixer version that is being linked against. // Doesn't *have* to match USE_SDL, but a good idea. var USE_SDL_MIXER = 1; // 1 = use harfbuzz from harfbuzz upstream var USE_HARFBUZZ = 0; // 3 = use cocos2d v3 from emscripten-ports var USE_COCOS2D = 0; // Formats to support in SDL2_image. Valid values: bmp, gif, lbm, pcx, png, pnm, tga, xcf, xpm, xv var SDL2_IMAGE_FORMATS = []; // 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. // If true, the current build is performed for the Emscripten test harness. var IN_TEST_HARNESS = 0; // If true, enables support for pthreads. // [compile+link] - affects user code at compile and system libraries at link var USE_PTHREADS = 0; // In web browsers, Workers cannot be created while the main browser thread // is executing JS/Wasm code, but the main thread must regularly yield back // to the browser event loop for Worker initialization to occur. // This means that pthread_create() is essentially an asynchronous operation // when called from the main browser thread, and the main thread must // repeatedly yield back to the JS event loop in order for the thread to // actually start. // If your application needs to be able to synchronously create new threads, // you can pre-create a pthread pool by specifying -s PTHREAD_POOL_SIZE=x, // in which case the specified number of Workers will be preloaded into a pool // before the application starts, and that many threads can then be available // for synchronous creation. // Note that this setting is a string, and will be emitted in the JS code // (directly, with no extra quotes) so that if you set it to '5' then 5 workers // will be used in the pool, and so forth. The benefit of this being a string // is that you can set it to something like // 'navigator.hardwareConcurrency' (which will use the number of cores the // browser reports, and is how you can get exactly enough workers for a // threadpool equal to the number of cores). // [link] - affects generated JS runtime code at link time var PTHREAD_POOL_SIZE = ''; // If your application does not need the ability to synchronously create // threads, but it would still like to opportunistically speed up initial thread // startup time by prewarming a pool of Workers, you can specify the size of // the pool with -s PTHREAD_POOL_SIZE=x, but then also specify // -s PTHREAD_POOL_DELAY_LOAD=1, which will cause the runtime to not wait up at // startup for the Worker pool to finish loading. Instead, the runtime will // immediately start up and the Worker pool will asynchronously spin up in // parallel on the background. This can shorten the time that pthread_create() // calls take to actually start a thread, but without actually slowing down // main application startup speed. If PTHREAD_POOL_DELAY_LOAD=0 (default), // then the runtime will wait for the pool to start up before running main(). // [link] - affects generated JS runtime code at link time var PTHREAD_POOL_DELAY_LOAD = 0; // If not explicitly specified, this is the stack size to use for newly created // pthreads. According to // http://man7.org/linux/man-pages/man3/pthread_create.3.html, default stack // size on Linux/x86-32 for a new thread is 2 megabytes, so follow the same // convention. Use pthread_attr_setstacksize() at thread creation time to // explicitly specify the stack size, in which case this value is ignored. Note // that the asm.js/wasm function call control flow stack is separate from this // stack, and this stack only contains certain function local variables, such as // those that have their addresses taken, or ones that are too large to fit as // local vars in asm.js/wasm code. var DEFAULT_PTHREAD_STACK_SIZE = 2*1024*1024; // True when building with --threadprofiler var PTHREADS_PROFILING = 0; // It is dangerous to call pthread_join or pthread_cond_wait // on the main thread, as doing so can cause deadlocks on the Web (and also // it works using a busy-wait which is expensive). See // https://emscripten.org/docs/porting/pthreads.html#blocking-on-the-main-browser-thread // This may become set to 0 by default in the future; for now, this just // warns in the console. var ALLOW_BLOCKING_ON_MAIN_THREAD = 1; // If true, add in debug traces for diagnosing pthreads related issues. var PTHREADS_DEBUG = 0; // If true, building against Emscripten's asm.js/wasm heap memory profiler. var MEMORYPROFILER = 0; // 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. // // [fastcomp-only] var ELIMINATE_DUPLICATE_FUNCTIONS = 0; // disabled by default var ELIMINATE_DUPLICATE_FUNCTIONS_DUMP_EQUIVALENT_FUNCTIONS = 0; var ELIMINATE_DUPLICATE_FUNCTIONS_PASSES = 5; // 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 EVAL_CTORS = 0; // see http://kripken.github.io/emscripten-site/docs/debugging/CyberDWARF.html // [fastcomp-only] var CYBERDWARF = 0; // Path to the CyberDWARF debug file passed to the compiler // [fastcomp-only] var BUNDLED_CD_DEBUG_FILE = ""; // Is enabled, use the JavaScript TextDecoder API for string marshalling. // Enabled by default, set this to 0 to disable. // If set to 2, we assume TextDecoder is present and usable, and do not emit // any JS code to fall back if it is missing. var TEXTDECODER = 1; // Embind specific: If enabled, assume UTF-8 encoded data in std::string binding. // Disable this to support binary data transfer. var EMBIND_STD_STRING_IS_UTF8 = 1; // 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 OFFSCREENCANVAS_SUPPORT = 0; // If you are using PROXY_TO_PTHREAD with OFFSCREENCANVAS_SUPPORT, then specify // here a comma separated list of CSS ID selectors to canvases to proxy over // to the pthread at program startup, e.g. '#canvas1, #canvas2'. var OFFSCREENCANVASES_TO_PTHREAD = "#canvas"; // If set to 1, enables support for WebGL contexts to render to an offscreen // render target, to avoid the implicit swap behavior of WebGL where exiting any // event callback would automatically perform a "flip" to present rendered // content on screen. When an Emscripten GL context has Offscreen Framebuffer // enabled, a single frame can be composited from multiple event callbacks, and // the swap function emscripten_webgl_commit_frame() is then explicitly called // to present the rendered content on screen. // // The OffscreenCanvas feature also enables explicit GL frame swapping support, // and also, -s OFFSCREEN_FRAMEBUFFER=1 feature can be used to polyfill support // for accessing WebGL in multiple threads in the absence of OffscreenCanvas // support in browser, at the cost of some performance and latency. // OffscreenCanvas and Offscreen Framebuffer support can be enabled at the same // time, and allows one to utilize OffscreenCanvas where available, and to fall // back to Offscreen Framebuffer otherwise. var OFFSCREEN_FRAMEBUFFER = 0; // If nonzero, Fetch API (and hence ASMFS) supports backing to IndexedDB. If 0, IndexedDB is not utilized. Set to 0 if // IndexedDB support is not interesting for target application, to save a few kBytes. var FETCH_SUPPORT_INDEXEDDB = 1; // If nonzero, prints out debugging information in library_fetch.js var FETCH_DEBUG = 0; // If nonzero, enables emscripten_fetch API. var FETCH = 0; // Whether to use an asm.js fetch worker when using FETCH. Note that this is // only relevant for fastcomp, where we support asm.js. As a result, some // synchronous fetch operations that depend on the fetch worker may not work // with the wasm backend, like waiting or IndexedDB. // Currently will always be set to 0 on WASM backend. var USE_FETCH_WORKER = 1; // If set to 1, uses the multithreaded filesystem that is implemented within the // asm.js module, using emscripten_fetch. Implies -s FETCH=1. var ASMFS = 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 SINGLE_FILE = 0; // if set to 1, then generated WASM files will contain a custom // "emscripten_metadata" section that contains information necessary // to execute the file without the accompanying JS file. var EMIT_EMSCRIPTEN_METADATA = 0; // If set to 1, all JS libraries will be automatically available at link time. // This gets set to 0 in STRICT mode (or with MINIMAL_RUNTIME) which mean you // need to explicitly specify -lfoo.js in at link time in order to access // library function in library_foo.js. var AUTO_JS_LIBRARIES = 1; // Specifies the oldest major version of Firefox to target. I.e. all Firefox // versions >= MIN_FIREFOX_VERSION // are desired to work. Pass -s MIN_FIREFOX_VERSION=majorVersion to drop support // for Firefox versions older than < majorVersion. // Firefox ESR 60.5 (Firefox 65) was released on 2019-01-29. var MIN_FIREFOX_VERSION = 65; // Specifies the oldest version of desktop Safari to target. Version is encoded // in MMmmVV, e.g. 70101 denotes Safari 7.1.1. // Safari 12.0.0 was released on September 17, 2018, bundled with macOS 10.14.0 // Mojave var MIN_SAFARI_VERSION = 120000; // Specifies the oldest version of Internet Explorer to target. E.g. pass -s // MIN_IE_VERSION = 11 to drop support for IE 10 and older. // Internet Explorer is at end of life and does not support WebAssembly. // MAX_INT (0x7FFFFFFF) specifies that target is not supported. var MIN_IE_VERSION = 0x7FFFFFFF; // Specifies the oldest version of Edge (EdgeHTML, the non-Chromium based // flavor) to target. E.g. pass -s MIN_EDGE_VERSION=40 to drop support for // EdgeHTML 39 and older. // Edge 44.17763 was released on November 13, 2018 var MIN_EDGE_VERSION = 44; // Specifies the oldest version of Chrome. E.g. pass -s MIN_CHROME_VERSION=58 to // drop support for Chrome 57 and older. // Chrome 75.0.3770 was released on 2019-06-04 var MIN_CHROME_VERSION = 75; // Tracks whether we are building with errno support enabled. Set to 0 // to disable compiling errno support in altogether. This saves a little // bit of generated code size in applications that do not care about // POSIX errno variable. Setting this to 0 also requires using --closure // for effective code size optimizations to take place. var SUPPORT_ERRNO = 1; // If true, uses minimal sized runtime without POSIX features, Module, // preRun/preInit/etc., Emscripten built-in XHR loading or library_browser.js. // Enable this setting to target the smallest code size possible. Set // MINIMAL_RUNTIME=2 to further enable even more code size optimizations. These // opts are quite hacky, and work around limitations in Closure and other parts // of the build system, so they may not work in all generated programs (But can // be useful for really small programs) var MINIMAL_RUNTIME = 0; // If set to 1, MINIMAL_RUNTIME will utilize streaming WebAssembly compilation, // where WebAssembly module is compiled already while it is being downloaded. // In order for this to work, the web server MUST properly serve the .wasm file // with a HTTP response header "Content-Type: application/wasm". If this HTTP // header is not present, e.g. Firefox 73 will fail with an error message // TypeError: Response has unsupported MIME type // and Chrome 78 will fail with an error message // Uncaught (in promise) TypeError: Failed to execute 'compile' on // 'WebAssembly': Incorrect response MIME type. Expected 'application/wasm'. // If set to 0 (default), streaming WebAssembly compilation is disabled, which // means that the WebAssembly Module will first be downloaded fully, and only // then compilation starts. // For large .wasm modules and production environments, this should be set to 1 // for faster startup speeds. However this setting is disabled by default // since it requires server side configuration and for really small pages there // is no observable difference (also has a ~100 byte impact to code size) var MINIMAL_RUNTIME_STREAMING_WASM_COMPILATION = 0; // If set to 1, MINIMAL_RUNTIME will utilize streaming WebAssembly instantiation, // where WebAssembly module is compiled+instantiated already while it is being // downloaded. Same restrictions/requirements apply as with // MINIMAL_RUNTIME_STREAMING_WASM_COMPILATION. // MINIMAL_RUNTIME_STREAMING_WASM_COMPILATION and // MINIMAL_RUNTIME_STREAMING_WASM_INSTANTIATION cannot be simultaneously active. // Which one of these two is faster depends on the size of the wasm module, // the size of the JS runtime file, and the size of the preloaded data file // to download, and the browser in question. var MINIMAL_RUNTIME_STREAMING_WASM_INSTANTIATION = 0; // If building with MINIMAL_RUNTIME=1 and application uses sbrk()/malloc(), // enable this. If you are not using dynamic allocations, can set this to 0 to // save code size. This setting is ignored when building with -s // MINIMAL_RUNTIME=0. var USES_DYNAMIC_ALLOC = 1; // Advanced manual dead code elimination: Specifies the set of runtime JS // functions that should be imported to the asm.js/wasm module. Remove elements // from this list to make build smaller if some of these are not needed. In // Wasm -O3/-Os builds, adjusting this is not necessary, as the Meta-DCE pass is // able to remove these, but if you are targeting asm.js or doing a -O2 build or // lower, then this can be beneficial. var RUNTIME_FUNCS_TO_IMPORT = ['abort', 'setTempRet0', 'getTempRet0'] // If true, compiler supports setjmp() and longjmp(). If false, these APIs are // not available. If you are using C++ exceptions, but do not need // setjmp()+longjmp() API, then you can set this to 0 to save a little bit of // code size and performance when catching exceptions. var SUPPORT_LONGJMP = 1; // If set to 1, disables old deprecated HTML5 API event target lookup behavior. // When enabled, there is no "Module.canvas" object, no magic "null" default // handling, and DOM element 'target' parameters are taken to refer to CSS // selectors, instead of referring to DOM IDs. var DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR = 1; // Certain browser DOM API operations, such as requesting fullscreen mode // transition or pointer lock require that the request originates from within // an user initiated event, such as mouse click or keyboard press. Refactoring // an application to follow this kind of program structure can be difficult, so // HTML5_SUPPORT_DEFERRING_USER_SENSITIVE_REQUESTS=1 flag allows transparent // emulation of this by deferring synchronous fullscreen mode and pointer lock // requests until a suitable event callback is generated. Set this to 0 // to disable support for deferring to save code space if your application does // not need support for deferred calls. var HTML5_SUPPORT_DEFERRING_USER_SENSITIVE_REQUESTS = 1; // Specifies whether the generated .html file is run through html-minifier. The // set of optimization passes run by html-minifier depends on debug and // optimization levels. In -g2 and higher, no minification is performed. In -g1, // minification is done, but whitespace is retained. Minification requires at // least -O1 or -Os to be used. Pass -s MINIFY_HTML=0 to explicitly choose to // disable HTML minification altogether. var MINIFY_HTML = 1; // Whether we *may* be using wasm2js. This compiles to wasm normally, but lets // you run wasm2js *later* on the wasm, and you can pick between running the // normal wasm or that wasm2js code. For details of how to do that, see the // test_maybe_wasm2js test. This option can be useful for debugging and // bisecting. var MAYBE_WASM2JS = 0; // The size of our shadow memory. // By default, we have 32 MiB. This supports 256 MiB of real memory. var ASAN_SHADOW_SIZE = 33554432; // Internal: Tracks whether Emscripten should link in exception throwing (C++ // 'throw') support library. This does not need to be set directly, but pass // -fno-exceptions to the build disable exceptions support. (This is basically // -fno-exceptions, but checked at final link time instead of individual .cpp // file compile time) If the program *does* contain throwing code (some source // files were not compiled with `-fno-exceptions`), and this flag is set at link // time, then you will get errors on undefined symbols, as the exception // throwing code is not linked in. If so you should either unset the option (if // you do want exceptions) or fix the compilation of the source files so that // indeed no exceptions are used). // TODO(sbc): Move to settings_internal (current blocked due to use in test // code). var DISABLE_EXCEPTION_THROWING = 0; // Whether we should use the offset converter. This is needed for older // versions of v8 (<7.7) that does not give the hex module offset into wasm // binary in stack traces, as well as for avoiding using source map entries // across function boundaries. var USE_OFFSET_CONVERTER = 0; // If set to 1, the JS compiler is run before wasm-ld so that the linker can // report undefined symbols within the binary. Without this option that linker // doesn't know which symmbols might be defined JS and so reporting of undefined // symbols is deleyed until the JS compiler is run. // [link] var LLD_REPORT_UNDEFINED = 0; //=========================================== // Internal, used for testing only, from here //=========================================== // Internal (testing only): Disables the blitOffscreenFramebuffer VAO path. var OFFSCREEN_FRAMEBUFFER_FORBID_VAO_PATH = 0; // Internal (testing only): Forces memory growing to fail. var TEST_MEMORY_GROWTH_FAILS = 0; // Advanced: Customize this array to reduce the set of asm.js runtime variables // that are generated. This allows minifying extra bit of asm.js code from unused // runtime code, if you know some of these are not needed. // (think of this as advanced manual DCE) // TODO(sbc): Move to settings_internal (current blocked due to use in test // code). var ASM_PRIMITIVE_VARS = ['__THREW__', 'threwValue', 'setjmpId', 'tempInt', 'tempBigInt', 'tempBigIntS', 'tempValue', 'tempDouble', 'tempFloat', 'tempDoublePtr', 'STACKTOP', 'STACK_MAX'] // Legacy settings that have been removed or renamed. // For renamed settings the format is: // [OLD_NAME, NEW_NAME] // For removed settings (which now effectively have a fixed value and can no // longer be changed) the format is: // [OPTION_NAME, POSSIBLE_VALUES, ERROR_EXPLANATION], where POSSIBLE_VALUES is // an array of values that will still be silently accepted by the compiler. // First element in the list is the canonical/fixed value going forward. // This allows existing build systems to keep specifying one of the supported // settings, for backwards compatibility. var LEGACY_SETTINGS = [ ['BINARYEN', 'WASM'], ['BINARYEN_ASYNC_COMPILATION', 'WASM_ASYNC_COMPILATION'], ['UNALIGNED_MEMORY', [0], 'forced unaligned memory not supported in fastcomp'], ['FORCE_ALIGNED_MEMORY', [0], 'forced aligned memory is not supported in fastcomp'], ['PGO', [0], 'pgo no longer supported'], ['QUANTUM_SIZE', [4], 'altering the QUANTUM_SIZE is not supported'], ['FUNCTION_POINTER_ALIGNMENT', [2], 'Starting from Emscripten 1.37.29, no longer available (https://github.com/emscripten-core/emscripten/pull/6091)'], ['BUILD_AS_SHARED_LIB', [0], 'Starting from Emscripten 1.38.16, no longer available (https://github.com/emscripten-core/emscripten/pull/7433)'], ['SAFE_SPLIT_MEMORY', [0], 'Starting from Emscripten 1.38.19, SAFE_SPLIT_MEMORY codegen is no longer available (https://github.com/emscripten-core/emscripten/pull/7465)'], ['SPLIT_MEMORY', [0], 'Starting from Emscripten 1.38.19, SPLIT_MEMORY codegen is no longer available (https://github.com/emscripten-core/emscripten/pull/7465)'], ['BINARYEN_METHOD', ['native-wasm'], 'Starting from Emscripten 1.38.23, Emscripten now always builds either to Wasm (-s WASM=1 - default), or to asm.js (-s WASM=0), other methods are not supported (https://github.com/emscripten-core/emscripten/pull/7836)'], ['PRECISE_I64_MATH', [1, 2], 'Starting from Emscripten 1.38.26, PRECISE_I64_MATH is always enabled (https://github.com/emscripten-core/emscripten/pull/7935)'], ['MEMFS_APPEND_TO_TYPED_ARRAYS', [1], 'Starting from Emscripten 1.38.26, MEMFS_APPEND_TO_TYPED_ARRAYS=0 is no longer supported. MEMFS no longer supports using JS arrays for file data (https://github.com/emscripten-core/emscripten/pull/7918)'], ['ERROR_ON_MISSING_LIBRARIES', [1], 'missing libraries are always an error now'], ['EMITTING_JS', [1], 'The new STANDALONE_WASM flag replaces this (replace EMITTING_JS=0 with STANDALONE_WASM=1)'], ['SKIP_STACK_IN_SMALL', [0, 1], 'SKIP_STACK_IN_SMALL is no longer needed as the backend can optimize it directly'], ['SAFE_STACK', [0], 'Replace SAFE_STACK=1 with STACK_OVERFLOW_CHECK=2'], ['MEMORY_GROWTH_STEP', 'MEMORY_GROWTH_LINEAR_STEP'], // WASM_OBJECT_FILES is handled in emcc.py, supporting both 0 and 1 for now. ['WASM_OBJECT_FILES', [0, 1], 'For LTO, use -flto or -fto=thin instead; to disable LTO, just do not pass WASM_OBJECT_FILES=1 as 1 is the default anyhow'], ['TOTAL_MEMORY', 'INITIAL_MEMORY'], ['WASM_MEM_MAX', 'MAXIMUM_MEMORY'], ['BINARYEN_MEM_MAX', 'MAXIMUM_MEMORY'], ];