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// // @license // Copyright 2010 The Emscripten Authors // SPDX-License-Identifier: MIT // // // 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 which can be affected either // directly via `-s` flags or indirectly via other options (e.g. -O1,2,3) // // 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, codegen is done entirely 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. // // 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, that may be very slow. That // includes internal dlmalloc assertions. // [link] 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. // [link] var RUNTIME_LOGGING = 0; // Chooses what kind of stack smash checks to emit to generated code: // Building with ASSERTIONS=1 causes STACK_OVERFLOW_CHECK default to 1. // Since ASSERTIONS=1 is the default at -O0, which itself is the default // optimization level this means that this setting also effectively // defaults 1, absent any other settings. // 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 runs a binaryen pass which adds a check to all // stack pointer assignments. Has a small performance cost. // [link] var STACK_OVERFLOW_CHECK = 0; // When set to 1, will generate more verbose output during compilation. // [general] 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). // [link] 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. // This setting is controlled automatically in STANDALONE_WASM mode: // - For a command (has a main function) this is always 1 // - For a reactor (no a main function) this is always 0 // [link] 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 // [link] 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. // [link] 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 // * emmalloc-debug - use emmalloc and add extra assertion checks // * emmalloc-memvalidate - use emmalloc with assertions+heap consistency // checking. // * emmalloc-verbose - use emmalloc with assertions + verbose logging. // * emmalloc-memvalidate-verbose - use emmalloc with assertions + heap // consistency checking + verbose logging. // * 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. dlmalloc is also a good choice if you want // the extra security checks it does (such as noticing metadata corruption in // its internal data structures, which emmalloc does not do). // [link] 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. // // Setting ALLOW_MEMORY_GROWTH turns this off, as in that mode we default to // the behavior of trying to grow and returning 0 from malloc on failure, like // a standard system would. However, you can still set this flag to override // that. // * This is a mostly-backwards-compatible change. Previously this option // was ignored when growth was on. The current behavior is that growth // turns it off by default, so for users that never specified the flag // nothing changes. But if you do specify it, it will have an effect now, // which it did not previously. If you don't want that, just stop passing // it in at link time. // // [link] var ABORTING_MALLOC = 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.) // [link] var INITIAL_MEMORY = 16777216; // Set the maximum size of memory in the wasm module (in bytes). This is only // relevant when ALLOW_MEMORY_GROWTH is set, as without growth, the size of // INITIAL_MEMORY is the final size of memory anyhow. // // Note that the default value here is 2GB, which means that by default if you // enable memory growth then we can grow up to 2GB but no higher. 2GB is a // natural limit for several reasons: // // * If the maximum heap size is over 2GB, then pointers must be unsigned in // JavaScript, which increases code size. We don't want memory growth builds // to be larger unless someone explicitly opts in to >2GB+ heaps. // * Historically no VM has supported more >2GB+, and only recently (Mar 2020) // has support started to appear. As support is limited, it's safer for // people to opt into >2GB+ heaps rather than get a build that may not // work on all VMs. // // To use more than 2GB, set this to something higher, like 4GB. // // (This option was formerly called WASM_MEM_MAX and BINARYEN_MEM_MAX.) // [link] var MAXIMUM_MEMORY = 2147483648; // 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. // 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. (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. // [link] 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) // [link] 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. // [link] 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. // [link] var MEMORY_GROWTH_LINEAR_STEP = -1; // The "architecture" to compile for. 0 means the default wasm32, 1 is // the full end-to-end wasm64 mode, and 2 is wasm64 for clang/lld but lowered to // wasm32 in Binaryen (such that it can run on wasm32 engines, while internally // using i64 pointers). // [compile+link] var MEMORY64 = 0; // Sets the initial size of the table when MAIN_MODULE or SIDE_MODULE is use // (and not otherwise). Normally Emscripten can determine the size of the table // at link time, but in SPLIT_MODULE mode, wasm-split often needs to grow the // table, so the table size baked into the JS for the instrumented build will be // too small after the module is split. This is a hack to allow users to specify // a large enough table size that can be consistent across both builds. This // setting may be removed at any time and should not be used except in // conjunction with SPLIT_MODULE and dynamic linking. // [link] var INITIAL_TABLE = -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. // [link] 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 // [link] var GLOBAL_BASE = -1; // Whether closure compiling is being run on this output // [link] 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. // [link] var CLOSURE_WARNINGS = 'quiet'; // Ignore closure warnings and errors (like on duplicate definitions) // [link] var IGNORE_CLOSURE_COMPILER_ERRORS = 0; // If set to 1, each 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). // [link] var DECLARE_ASM_MODULE_EXPORTS = 1; // If 0, prevents inlining if set to 1. If 0, we will inline normally in LLVM. // This does not affect the inlining policy in Binaryen. // [compile] var INLINING_LIMIT = 0; // If set to 1, perform acorn pass that converts each HEAP access into a // function call that uses DataView to enforce LE byte order for HEAP buffer; // This makes generated JavaScript run on BE as well as LE machines. (If 0, only // LE systems are supported). Does not affect generated wasm. var SUPPORT_BIG_ENDIAN = 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 runtime_safe_heap.js for the actual checks performed. // [link] var SAFE_HEAP = 0; // Log out all SAFE_HEAP operations // [link] var SAFE_HEAP_LOG = 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. // We use 64 bits (i64) 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 not match (this is true of native too, for that matter - // this is all undefined behavior). This approaches appears good enough to // support Python, which is the main use case motivating this feature. // [link] var EMULATE_FUNCTION_POINTER_CASTS = 0; // Print out exceptions in emscriptened code. // [link] var EXCEPTION_DEBUG = 0; // If 1, build in libcxxabi's full c++ demangling code, to allow stackTrace() // to emit fully proper demangled c++ names // [link] 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 = ...;"); // [link] 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.) // [link] var SYSCALL_DEBUG = 0; // Log out socket/network data transfer. // [link] var SOCKET_DEBUG = 0; // Log dynamic linker information // [link] var DYLINK_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. // [link] 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. // [link] 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. // [link] 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. // [link] var WEBSOCKET_SUBPROTOCOL = 'binary'; // Print out debugging information from our OpenAL implementation. // [link] 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. // [link] var WEBSOCKET_DEBUG = 0; // Adds extra checks for error situations in the GL library. Can impact // performance. // [link] var GL_ASSERTIONS = 0; // If enabled, prints out all API calls to WebGL contexts. (*very* verbose) // [link] 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. // [link] var GL_DEBUG = 0; // When enabled, sets preserveDrawingBuffer in the context, to allow tests to // work (but adds overhead) // [link] var GL_TESTING = 0; // How large GL emulation temp buffers are // [link] var GL_MAX_TEMP_BUFFER_SIZE = 2097152; // Enables some potentially-unsafe optimizations in GL emulation code // [link] var GL_UNSAFE_OPTS = 1; // Forces support for all GLES2 features, not just the WebGL-friendly subset. // [link] 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. // [link] 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. // [link] 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. // [link] var GL_SUPPORT_AUTOMATIC_ENABLE_EXTENSIONS = 1; // If true, the function emscripten_webgl_enable_extension() can be called to // enable any WebGL extension. If false, to save code size, // emscripten_webgl_enable_extension() cannot be called to enable any of extensions // 'ANGLE_instanced_arrays', 'OES_vertex_array_object', 'WEBGL_draw_buffers', // 'WEBGL_multi_draw', 'WEBGL_draw_instanced_base_vertex_base_instance', // or 'WEBGL_multi_draw_instanced_base_vertex_base_instance', // but the dedicated functions emscripten_webgl_enable_*() // found in html5.h are used to enable each of those extensions. // This way code size is increased only for the extensions that are actually used. // N.B. if setting this to 0, GL_SUPPORT_AUTOMATIC_ENABLE_EXTENSIONS must be set // to zero as well. // [link] var GL_SUPPORT_SIMPLE_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) // [link] 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. // [link] 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. // [link] 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. // [link] var WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG = 0; // If true, enables support for the EMSCRIPTEN_explicit_uniform_location WebGL // extension. See docs/EMSCRIPTEN_explicit_uniform_location.txt var GL_EXPLICIT_UNIFORM_LOCATION = 0; // If true, enables support for the EMSCRIPTEN_uniform_layout_binding WebGL // extension. See docs/EMSCRIPTEN_explicit_uniform_binding.txt var GL_EXPLICIT_UNIFORM_BINDING = 0; // Deprecated. Pass -s MAX_WEBGL_VERSION=2 to target WebGL 2.0. // [link] 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 // [link] 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. // Note that there is no automatic fallback to WebGL1 if WebGL2 is not supported // by the user's device, even if you build with both WebGL1 and WebGL2 // support, as that may not always be what the application wants. If you want // such a fallback, you can try to create a context with WebGL2, and if that // fails try to create one with WebGL1. // [link] 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. // [link] 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. // [link] 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 // [link] 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. // [link] 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. // [link] var GL_PREINITIALIZED_CONTEXT = 0; // Enables support for WebGPU (via "webgpu/webgpu.h"). // [link] 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. // [link] var STB_IMAGE = 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 // [link] var GL_DISABLE_HALF_FLOAT_EXTENSION_IF_BROKEN = 0; // Workaround Safari WebGL issue: After successfully acquiring WebGL context on a canvas, // calling .getContext() will always return that context independent of which 'webgl' or 'webgl2' // context version was passed. See https://bugs.webkit.org/show_bug.cgi?id=222758 and // https://github.com/emscripten-core/emscripten/issues/13295. // Set this to 0 to force-disable the workaround if you know the issue will not affect you. var GL_WORKAROUND_SAFARI_GETCONTEXT_BUG = 1; // Use JavaScript math functions like Math.tan. This saves code size as we can avoid shipping // compiled musl code. However, it can be significantly slower as it calls out to JS. It // also may give different results as JS math is specced somewhat differently than libc, and // can also vary between browsers. // [link] var JS_MATH = 0; // If set, enables polyfilling for Math.clz32, Math.trunc, Math.imul, Math.fround. // [link] 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 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. // * Avoid TypedArray.fill, if necessary, in zeroMemory utility function. // You can also configure the above options individually. // [link] 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. // 'webview' - just like web, but in a webview like Cordova; // considered to be same as "web" in almost every place // '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. // // Note that the set of environments recognized here is not identical to the // ones we identify at runtime using ENVIRONMENT_IS_*. Specifically: // * We detect whether we are a pthread at runtime, but that's set for workers // and not for the main file so it wouldn't make sense to specify here. // * The webview target is basically a subset of web. It must be specified // alongside web (e.g. "web,webview") and we only use it for code generation // at compile time, there is no runtime behavior change. // [link] 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. // [link] var LZ4 = 0; // Emscripten exception handling options. // These options only pertain to Emscripten exception handling and do not // control the experimental native wasm exception handling option. // 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). // // 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. // // This option is mutually exclusive with EXCEPTION_CATCHING_ALLOWED. // // [compile+link] - affects user code at compile and system libraries at link var DISABLE_EXCEPTION_CATCHING = 1; // Enables catching exception but only in the listed functions. This // option acts like a more precise version of `DISABLE_EXCEPTION_CATCHING=0`. // // This option is mutually exclusive with DISABLE_EXCEPTION_CATCHING. // // [compile+link] - affects user code at compile and system libraries at link var EXCEPTION_CATCHING_ALLOWED = []; // 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. // [link] 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. // This should be fixed in Node 15+. // [link] var NODEJS_CATCH_REJECTION = 1; // Whether to transform the code using asyncify. This makes it possible to // call JS functions from synchronous-looking code in C/C++. // See https://emscripten.org/docs/porting/asyncify.html // [link] var ASYNCIFY = 0; // Imports which can do an 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. // [link] 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. // [link] 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. // [link] var ASYNCIFY_STACK_SIZE = 4096; // If the Asyncify remove-list 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. // // To avoid dealing with limitations in operating system shells or build system // escaping, the following substitutions can be made: // - ' ' -> '.', // - '&' -> '#', // - ',' -> '?'. // // That is, the function // "foo(char const*, int&)" can be inputted as // "foo(char.const*?.int#)" on the command line instead. // // Note: Whitespace is part of the function signature! I.e. // "foo(char const *, int &)" will not match "foo(char const*, int&)", and // neither would "foo(const char*, int &)". // // [link] var ASYNCIFY_REMOVE = []; // Functions in the Asyncify add-list are added to the list of instrumented // functions, that is, they will be instrumented even if otherwise asyncify // thinks they don't need to be. As by default everything will be instrumented // in the safest way possible, this is only useful if you use IGNORE_INDIRECT // and use this list to fix up some indirect calls that *do* need to be // instrumented. // See notes on ASYNCIFY_REMOVE about the names. // [link] var ASYNCIFY_ADD = []; // If the Asyncify only-list is provided, then *only* the functions in the list // will be instrumented. Like the remove-list, getting this wrong will break // your application. // See notes on ASYNCIFY_REMOVE about the names. // [link] var ASYNCIFY_ONLY = []; // If enabled will output which functions have been instrumented and why. // [link] var ASYNCIFY_ADVISE = 0; // Allows lazy code loading: where emscripten_lazy_load_code() is written, we // will pause execution, load the rest of the code, and then resume. // [link] var ASYNCIFY_LAZY_LOAD_CODE = 0; // Runtime debug logging from asyncify internals. // [link] 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. You should use // 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. // [link] var EXPORTED_RUNTIME_METHODS = []; // Deprecated, use EXPORTED_RUNTIME_METHODS instead. 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? // [link] 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', 'keyboardListeningElement', 'freePreloadedMediaOnUse', 'locateFile', 'logReadFiles', 'mainScriptUrlOrBlob', 'mem', 'monitorRunDependencies', 'noExitRuntime', 'noInitialRun', 'onAbort', 'onCustomMessage', 'onExit', 'onFree', 'onFullScreen', 'onMalloc', 'onRealloc', 'onRuntimeInitialized', 'postMainLoop', 'postRun', 'preInit', 'preMainLoop', 'preRun', 'preinitializedWebGLContext', 'memoryInitializerRequest', '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. // [link] 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 // [link] 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. // [link] 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. // [link] 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). // * The only version known to work for sure is node 12.9.1, as this has // regressed, see // https://github.com/nodejs/node/issues/18265#issuecomment-622971547 // * 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. // [link] 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"). The // symbols listed here require an `_` prefix. // // By default if this setting is not specified on the command line the // `_main` function will be implicitly exported. In STANDALONE_WASM mode the // default export is `__start` (or `__initialize` if --no-entry is specified). // [link] var EXPORTED_FUNCTIONS = []; // 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. // [link] var EXPORT_ALL = 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. // [link] 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. // [link] var DEFAULT_LIBRARY_FUNCS_TO_INCLUDE = []; // 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. // [link] var INCLUDE_FULL_LIBRARY = 0; // Set this to a string to override the shell file used // [link] 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. // [compile+link] var RELOCATABLE = 0; // A main module is a file compiled in a way that allows us to link it to // a side module at runtime. // 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. // [compile+link] var MAIN_MODULE = 0; // Corresponds to MAIN_MODULE (also supports modes 1 and 2) // [compile+link] var SIDE_MODULE = 0; // Deprecated, list shared libraries directly on the command line instead. // [link] 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 // [link] 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. // [link] 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 // [link] 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. // // The pthread that main() runs on is a normal pthread in all ways, with the one // difference that its stack size is the same as the main thread would normally // have, that is, TOTAL_STACK. This makes it easy to flip between // PROXY_TO_PTHREAD and non-PROXY_TO_PTHREAD modes with main() always getting // the same amount of stack. // // This proxies Module['canvas'], if present, and if OFFSCREENCANVAS_SUPPORT // is enabled. This has to happen because this is the only chance - this browser // main thread does the only pthread_create call that happens on // that thread, so it's the only chance to transfer the canvas from there. // [link] 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. // [link] 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. // * IGNORE_MISSING_MAIN is disabled. // * AUTO_JS_LIBRARIES is disabled. // * AUTO_NATIVE_LIBRARIES is disabled. // * AUTO_ARCHIVE_INDEXES is disabled. // * DEFAULT_TO_CXX is disabled. // [compile+link] var STRICT = 0; // Allow program to link with or without `main` symbol. // If this is disabled then one must provide a `main` symbol or explicitly // opt out by passing `--no-entry` or an EXPORTED_FUNCTIONS list that doesn't // include `_main`. // [link] var IGNORE_MISSING_MAIN = 1; // 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 // [link] 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. // [link] 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. // [link] 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. // [link] 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. // [link] var HEADLESS = 0; // If 1, we force Date.now(), Math.random, etc. to return deterministic results. // This also tries to make execution deterministic across machines and // environments, for example, not doing anything different based on the // browser's language setting (which would mean you can get different results // in different browsers, or in the browser and in node). // Good for comparing builds for debugging purposes (and nothing else). // [link] 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 instead emit // the code wrapped in a function that returns a promise. The promise is // resolved with the module instance when it is safe to run the compiled code, // similar to the `onRuntimeInitialized` callback. You do not need to use the // `onRuntimeInitialized` callback when using `MODULARIZE`. // // (If WASM_ASYNC_COMPILATION is off, that is, if compilation is // *synchronous*, then it would not make sense to return a Promise, and instead // the Module object itself is returned, which is ready to be used.) // // The default name of the function is `Module`, but can be changed using the // `EXPORT_NAME` option. We recommend renaming it to a more typical name for a // factory function, e.g. `createModule`. // // // You use the factory function like so: // // const module = await EXPORT_NAME(); // // or: // // let module; // EXPORT_NAME().then(instance => { // module = instance; // }); // // // The factory function accepts 1 parameter, an object with default values for // the module instance: // // const module = await EXPORT_NAME({ option: value, ... }); // // Note the parentheses - we are calling EXPORT_NAME in order to instantiate // the module. This allows you to create multiple instances of the module. // // Note that in MODULARIZE mode we do *not* look for a global `Module` object // for default values. Default values must be passed as a parameter to the // factory function. // // The default .html shell file provided in MINIMAL_RUNTIME mode will create // a singleton instance automatically, to run the application on the page. // (Note that it does so without using the Promise API mentioned earlier, and // so code for the Promise is not even emitted in the .js file if you tell // emcc to emit an .html output.) // 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 factory function with the rest of the emitted code in order to be // optimized together with it. // // If you want to include code outside all of the generated code, including the // factory function, you can use --extern-pre-js or --extern-post-js. While // --pre-js and --post-js happen to do that in non-MODULARIZE mode, their // intended usage is to add code that is optimized with the rest of the emitted // code, allowing better dead code elimination and minification. // [link] var MODULARIZE = 0; // Export using an ES6 Module export rather than a UMD export. MODULARIZE must // be enabled for ES6 exports. // [link] 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 // [link] 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. // [link] var BENCHMARK = 0; // Global variable to export the module as for environments without a // standardized module loading system (e.g. the browser and SM shell). // [link] 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. // [link] var DYNAMIC_EXECUTION = 1; // whether we are in the generate struct_info bootstrap phase // [link] var BOOTSTRAPPING_STRUCT_INFO = 0; // Add some calls to emscripten tracing APIs // [compile+link] 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. // [link] var USE_GLFW = 2; // Whether to use compile code to WebAssembly. Set this to 0 to compile to JS // instead of wasm. // // 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. // // If WASM=2 is enabled and the browser fails to compile the WebAssembly module, // the page will be reloaded in Wasm2JS mode. // [link] 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. // // When this flag is set we do not legalize the JS interface, since the wasm is // meant to run in a wasm VM, which can handle i64s directly. If we legalized it // the wasm VM would not recognize the API. However, this means that the // optional JS emitted won't run if you use a JS API with an i64. You can use // the WASM_BIGINT option to avoid that problem by using BigInts for i64s which // means we don't need to legalize for JS (but this requires a new enough JS // VM). // // Standlone builds require a `main` entry point by default. If you want to // build a library (also known as a reactor) instead you can pass `--no-entry`. // [link] var STANDALONE_WASM = 0; // 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. // [link] var BINARYEN_IGNORE_IMPLICIT_TRAPS = 0; // A comma-separated list of extra passes to run in the binaryen optimizer, // Setting this does not override/replace the default passes. It is appended at // the end of the list of passes. // [link] 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. // // (This option was formerly called BINARYEN_ASYNC_COMPILATION) // [link] var WASM_ASYNC_COMPILATION = 1; // If set to 1, the dynCall() and dynCall_sig() API is made available // to caller. // [link] var DYNCALLS = 0; // WebAssembly integration with JavaScript BigInt. When enabled we don't need // to legalize i64s into pairs of i32s, as the wasm VM will use a BigInt where // an i64 is used. // [link] var WASM_BIGINT = 0; // WebAssembly defines a "producers section" which compilers and tools can // annotate themselves in, and LLVM emits this by default. // Emscripten will strip that out so that it is *not* emitted because it // increases code size, and also 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. // [link] var EMIT_PRODUCERS_SECTION = 0; // If set then generated WASM files will contain a custom // "emscripten_metadata" section that contains information necessary // to execute the file without the accompanying JS file. // [link] var EMIT_EMSCRIPTEN_METADATA = 0; // Emits emscripten license info in the JS output. // [link] var EMIT_EMSCRIPTEN_LICENSE = 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. For non-web/non-JS embeddings, setting // this to 0 may be desirable. // [link] 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 // [link] var USE_SDL = 1; // Specify the SDL_gfx version that is being linked against. Must match USE_SDL // [link] var USE_SDL_GFX = 0; // Specify the SDL_image version that is being linked against. Must match USE_SDL // [link] var USE_SDL_IMAGE = 1; // Specify the SDL_ttf version that is being linked against. Must match USE_SDL // [link] var USE_SDL_TTF = 1; // Specify the SDL_net version that is being linked against. Must match USE_SDL // [link] var USE_SDL_NET = 1; // 1 = use icu from emscripten-ports // [link] var USE_ICU = 0; // 1 = use zlib from emscripten-ports // [link] var USE_ZLIB = 0; // 1 = use bzip2 from emscripten-ports // [link] var USE_BZIP2 = 0; // 1 = use giflib from emscripten-ports // [link] var USE_GIFLIB = 0; // 1 = use libjpeg from emscripten-ports // [link] var USE_LIBJPEG = 0; // 1 = use libpng from emscripten-ports // [link] var USE_LIBPNG = 0; // 1 = use Regal from emscripten-ports // [link] var USE_REGAL = 0; // 1 = use Boost headers from emscripten-ports // [link] var USE_BOOST_HEADERS = 0; // 1 = use bullet from emscripten-ports // [link] var USE_BULLET = 0; // 1 = use vorbis from emscripten-ports // [link] var USE_VORBIS = 0; // 1 = use ogg from emscripten-ports // [link] var USE_OGG = 0; // 1 = use mpg123 from emscripten-ports // [link] var USE_MPG123 = 0; // 1 = use freetype from emscripten-ports // [link] 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. // [link] var USE_SDL_MIXER = 1; // 1 = use harfbuzz from harfbuzz upstream // [link] var USE_HARFBUZZ = 0; // 3 = use cocos2d v3 from emscripten-ports // [link] var USE_COCOS2D = 0; // 1 = use libmodplug from emscripten-ports // [link] var USE_MODPLUG = 0; // Formats to support in SDL2_image. Valid values: bmp, gif, lbm, pcx, png, pnm, tga, xcf, xpm, xv // [link] var SDL2_IMAGE_FORMATS = []; // Formats to support in SDL2_mixer. Valid values: ogg, mp3 // [link] var SDL2_MIXER_FORMATS = ["ogg"]; // 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. // [other] var IN_TEST_HARNESS = 0; // If true, enables support for pthreads. // This setting is equivalent to `-pthread`, which should be preferred. // [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 = ''; // Normally, applications can create new threads even when the pool is empty. // When application breaks out to the JS event loop before trying to block on // the thread via `pthread_join` or any other blocking primitive, // an extra Worker will be created and the thread callback will be executed. // However, breaking out to the event loop requires custom modifications to // the code to adapt it to the Web, and not something that works for // off-the-shelf apps. Those apps without any modifications are most likely // to deadlock. This setting ensures that, instead of a risking a deadlock, // they get a runtime EAGAIN error instead that can at least be gracefully // handled from the C / C++ side. // Values: // - `0` - disable warnings on thread pool exhaustion // - `1` - enable warnings on thread pool exhaustion (default) // - `2` - make thread pool exhaustion a hard error // [link] var PTHREAD_POOL_SIZE_STRICT = 1; // 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 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 wasm code. // [link] var DEFAULT_PTHREAD_STACK_SIZE = 2*1024*1024; // True when building with --threadprofiler // [link] 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. // [link] var ALLOW_BLOCKING_ON_MAIN_THREAD = 1; // If true, add in debug traces for diagnosing pthreads related issues. // [link] var PTHREADS_DEBUG = 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 wasm 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 wasm, 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 wasm 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. // [link] var EVAL_CTORS = 0; // 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. In single threaded -Oz build modes, // TEXTDECODER defaults to value == 2 to save code size. // [link] var TEXTDECODER = 1; // Embind specific: If enabled, assume UTF-8 encoded data in std::string binding. // Disable this to support binary data transfer. // [link] 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. // [link] 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'. // [link] 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. // [link] 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. // [link] var FETCH_SUPPORT_INDEXEDDB = 1; // If nonzero, prints out debugging information in library_fetch.js // [link] var FETCH_DEBUG = 0; // If nonzero, enables emscripten_fetch API. // [link] var FETCH = 0; // If set to 1, uses the multithreaded filesystem that is implemented within the // wasm module, using emscripten_fetch. Implies -s FETCH=1. // [link] 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 allow 'unsafe-inline', and using a Worker requires the // child-src directive to allow 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. // [link] var SINGLE_FILE = 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. // [link] var AUTO_JS_LIBRARIES = 1; // Like AUTO_JS_LIBRARIES but for the native libraries such as libgl, libal // and libhtml5. If this is disabled it is necessary to explcitly add // e.g. -lhtml5 and also to first build the library using `embuilder`. // [link] var AUTO_NATIVE_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. // [link] 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. // NOTE: Emscripten is unable to produce code that would work in iOS 9.3.5 and // older, i.e. iPhone 4s, iPad 2, iPad 3, iPad Mini 1, Pod Touch 5 and older, // see https://github.com/emscripten-core/emscripten/pull/7191. // [link] 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. // [link] 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 // [link] 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 // [link] 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. // In MINIMAL_RUNTIME builds, this option defaults to 0. // [link] 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) // [link] 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) // [link] 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. // [link] 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. // [link] var USES_DYNAMIC_ALLOC = 1; // 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. // [compile+link] - at compile time this enables the transformations needed for // longjmp support at codegen time, while at link it allows linking in the // library support. 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. // [link] 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. // [link] 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. // [link] 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. // [link] var MAYBE_WASM2JS = 0; // This option is no longer used. The appropriate shadow memory size is now // calculated from INITIAL_MEMORY and MAXIMUM_MEMORY. Will be removed in a // future release. // [link] var ASAN_SHADOW_SIZE = -1 // 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). // [link] 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. // [link] 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 the linker // doesn't know which symbols might be defined in JS so reporting of undefined // symbols is delayed until the JS compiler is run. // [link] var LLD_REPORT_UNDEFINED = 0; // Default to c++ mode even when run as `emcc` rather then `emc++`. // When this is disabled `em++` is required when compiling and linking C++ // programs. This which matches the behaviour of gcc/g++ and clang/clang++. // [compile+link] var DEFAULT_TO_CXX = 1; // While LLVM's wasm32 has long double = float128, we don't support printing // that at full precision by default. Instead we print as 64-bit doubles, which // saves libc code size. You can flip this option on to get a libc with full // long double printing precision. // [link] var PRINTF_LONG_DOUBLE = 0; // Run wabt's wasm2c tool on the final wasm, and combine that with a C runtime, // resulting in a .c file that you can compile with a C compiler to get a // native executable that works the same as the normal js+wasm. This will also // emit the wasm2c .h file. The output filenames will be X.wasm.c, X.wasm.h // if your output is X.js or X.wasm (note the added .wasm. we make sure to emit, // which avoids trampling a C file). // [link] var WASM2C = 0; // Experimental sandboxing mode, see // https://kripken.github.io/blog/wasm/2020/07/27/wasmboxc.html // // * full: Normal full wasm2c sandboxing. This uses a signal handler if it can. // * mask: Masks loads and stores. // * none: No sandboxing at all. var WASM2C_SANDBOXING = 'full'; // Setting this affects the path emitted in the wasm that refers to the DWARF // file, in -gseparate-dwarf mode. This allows the debugging file to be hosted // in a custom location. // [link] var SEPARATE_DWARF_URL = ''; // Emscripten runs wasm-ld to link, and in some cases will do further changes to // the wasm afterwards, like running wasm-opt to optimize the binary in // optimized builds. However, in some builds no wasm changes are necessary after // link. This can make the entire link step faster, and can also be important // for other reasons, like in debugging if the wasm is not modified then the // DWARF info from LLVM is preserved (wasm-opt can rewrite it in some cases, but // not in others like split-dwarf). // When this flag is turned on, we error at link time if the build requires any // changes to the wasm after link. This can be useful in testing, for example. // [link] var ERROR_ON_WASM_CHANGES_AFTER_LINK = 0; // Whether the program should abort when an unhandled WASM exception is encountered. // This makes the Emscripten program behave more like a native program where the OS // would terminate the process and no further code can be executed when an unhandled // exception (e.g. out-of-bounds memory access) happens. // This will instrument all exported functions to catch thrown exceptions and // call abort() when they happen. Once the program aborts any exported function calls // will fail with a "program has already aborted" exception to prevent calls into // code with a potentially corrupted program state. // This adds a small fixed amount to code size in optimized builds and a slight overhead // for the extra instrumented function indirection. // Enable this if you want Emscripten to handle unhandled exceptions nicely at the // cost of a few bytes extra. // [link] var ABORT_ON_WASM_EXCEPTIONS = 0; // Build binaries that use as many WASI APIs as possible, and include additional // JS support libraries for those APIs. This allows emscripten to produce binaries // are more WASI compilant and also allows it to process and execute WASI // binaries built with other SDKs (e.g. wasi-sdk). // This setting is experimental and subject to change or removal. // Implies STANDALONE_WASM. // [link] var PURE_WASI = 0; // Set to 1 to define the WebAssembly.Memory object outside of the wasm // module. By default the wasm module defines the memory and exports // it to JavaScript. // Use of the following settings will enable this settings since they // depend on being able to define the memory in JavaScript: // - USE_PTHREADS // - RELOCATABLE // - ASYNCIFY_LAZY_LOAD_CODE // - WASM2JS (WASM=0) // [link] var IMPORTED_MEMORY = 0; // Generate code to loading split wasm modules. // This option will automatically generate two wasm files as output, one // with the `.orig` suffix and one without. The default file (without // the suffix) when run will generate instrumentation data can later be // fed into wasm-split (the binaryen tool). // As well as this the generated JS code will contains help functions // to loading split modules. // [link] var SPLIT_MODULE = 0; // How to calculate reverse dependencies (dependencies from JS functions to // native functions) prior to linking native code with wasm-ld. This option // has three possible values: // 'auto': (default) Inspect the object code passed to the linker (by running // llvm-nm on all input) and use the map in deps_info.py to determine // the set of additional dependencies. // 'all' : Include the full set of possible reverse dependencies. // 'none': No reverse dependences will be added by emscriopten. Any reverse // dependencies will be assumed to be explicitly added to // EXPORTED_FUNCTIONS and deps_info.py will be completely ignored. // While 'auto' will produce a minimal set (so is good for code size), 'all' // and 'none' will give faster link times, especially for very large projects // (since they both avoid the running of llvm-nm on all linker inputs). // [link] var REVERSE_DEPS = 'auto'; // For MAIN_MODULE builds, automatically load any dynamic library dependencies // on startup, before loading the main module. var AUTOLOAD_DYLIBS = 1; //=========================================== // Internal, used for testing only, from here //=========================================== // Internal (testing only): Disables the blitOffscreenFramebuffer VAO path. // [link] var OFFSCREEN_FRAMEBUFFER_FORBID_VAO_PATH = 0; // Internal (testing only): Forces memory growing to fail. // [link] var TEST_MEMORY_GROWTH_FAILS = 0; // 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. // When a setting has been removed, and we want to error on all values of it, // we can set POSSIBLE_VALUES to an impossible value (like "disallowed" for a // numeric setting, or -1 for a string setting). 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)'], // Reserving function pointers is not needed - allowing table growth allows any number of new functions to be added. ['RESERVED_FUNCTION_POINTERS', 'ALLOW_TABLE_GROWTH'], ['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 JavaScript (-s WASM=0), other methods are not supported (https://github.com/emscripten-core/emscripten/pull/7836)'], ['BINARYEN_TRAP_MODE', [-1], 'The wasm backend does not support a trap mode (it always clamps, in effect)'], ['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'], ['ELIMINATE_DUPLICATE_FUNCTIONS', [0, 1], 'Duplicate function elimination for wasm is handled automatically by binaryen'], ['ELIMINATE_DUPLICATE_FUNCTIONS_DUMP_EQUIVALENT_FUNCTIONS', [0], 'Duplicate function elimination for wasm is handled automatically by binaryen'], ['ELIMINATE_DUPLICATE_FUNCTIONS_PASSES', [5], 'Duplicate function elimination for wasm is handled automatically by binaryen'], // 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'], ['BINARYEN_PASSES', [''], 'Use BINARYEN_EXTRA_PASSES to add additional passes'], ['SWAPPABLE_ASM_MODULE', [0], 'Fully swappable asm modules are no longer supported'], ['ASM_JS', [1], 'asm.js output is not supported any more'], ['FINALIZE_ASM_JS', [0, 1], 'asm.js output is not supported any more'], ['ASYNCIFY_WHITELIST', 'ASYNCIFY_ONLY'], ['ASYNCIFY_BLACKLIST', 'ASYNCIFY_REMOVE'], ['EXCEPTION_CATCHING_WHITELIST', 'EXCEPTION_CATCHING_ALLOWED'], ['SEPARATE_ASM', [0], 'Separate asm.js only made sense for fastcomp with asm.js output'], ['SEPARATE_ASM_MODULE_NAME', [''], 'Separate asm.js only made sense for fastcomp with asm.js output'], ['FAST_UNROLLED_MEMCPY_AND_MEMSET', [0, 1], 'The wasm backend implements memcpy/memset in C'], ['DOUBLE_MODE', [0, 1], 'The wasm backend always implements doubles normally'], ['PRECISE_F32', [0, 1, 2], 'The wasm backend always implements floats normally'], ['ALIASING_FUNCTION_POINTERS', [0, 1], 'The wasm backend always uses a single index space for function pointers, in a single Table'], ['AGGRESSIVE_VARIABLE_ELIMINATION', [0, 1], 'Wasm ignores asm.js-specific optimization flags'], ['SIMPLIFY_IFS', [1], 'Wasm ignores asm.js-specific optimization flags'], ['DEAD_FUNCTIONS', [[]], 'The wasm backend does not support dead function removal'], ['WASM_BACKEND', [-1], 'Only the wasm backend is now supported (note that setting it as -s has never been allowed anyhow)'], ['EXPORT_BINDINGS', [0, 1], 'No longer needed'], ['RUNNING_JS_OPTS', [0], 'Fastcomp cared about running JS which could alter asm.js validation, but not upstream'], ['EXPORT_FUNCTION_TABLES', [0], 'No longer needed'], ['BINARYEN_SCRIPTS', [""], 'No longer needed'], ['WARN_UNALIGNED', [0, 1], 'No longer needed'], ['ASM_PRIMITIVE_VARS', [[]], 'No longer needed'], ['WORKAROUND_IOS_9_RIGHT_SHIFT_BUG', [0], 'Wasm2JS does not support iPhone 4s, iPad 2, iPad 3, iPad Mini 1, Pod Touch 5 (devices with end-of-life at iOS 9.3.5) and older'], ['RUNTIME_FUNCS_TO_IMPORT', [[]], 'No longer needed'], ['LIBRARY_DEPS_TO_AUTOEXPORT', [[]], 'No longer needed'], ];