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settings.js
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settings.js
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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 -sOPTION1=VALUE1 -sOPTION2=VALUE2 [..other stuff..]
//
// For convenience and readability `-sOPTION` expands to `-sOPTION=1`
// and `-sNO_OPTION` expands to `-sOPTION=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 = false;
// 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 = false;
// 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 = true;
// 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 = false;
// 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 = false;
// 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 = true;
// 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 = false;
// 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).
// Assumes WASM_BIGINT.
// [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 = false;
// Where global data begins; the start of static memory.
// A GLOBAL_BASE of 1024 or above is useful for optimizing load/store offsets, as it
// enables the --low-memory-unused pass
// [link]
var GLOBAL_BASE = 1024;
// Whether closure compiling is being run on this output
// [link]
var USE_CLOSURE_COMPILER = false;
// 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 = false;
// 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 = true;
// If set to 1, prevents inlining. If 0, we will inline normally in LLVM.
// This does not affect the inlining policy in Binaryen.
// [compile]
var INLINING_LIMIT = false;
// 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 = false;
// 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.
// Set to value 1 to test for safe behavior for both Wasm+Wasm2JS builds.
// Set to value 2 to test for safe behavior for only Wasm builds. (notably,
// Wasm-only builds allow unaligned memory accesses. Note, however, that
// on some architectures unaligned accesses can be very slow, so it is still
// a good idea to verify your code with the more strict mode 1)
// [link]
var SAFE_HEAP = 0;
// Log out all SAFE_HEAP operations
// [link]
var SAFE_HEAP_LOG = false;
// 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 = false;
// Print out exceptions in emscriptened code.
// [link]
var EXCEPTION_DEBUG = false;
// If 1, build in libcxxabi's full c++ demangling code, to allow stackTrace()
// to emit fully proper demangled c++ names
// [link]
var DEMANGLE_SUPPORT = false;
// 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 = false;
// 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 = false;
// Log out socket/network data transfer.
// [link]
var SOCKET_DEBUG = false;
// Log dynamic linker information
// [link]
var DYLINK_DEBUG = false;
// Register file system callbacks using trackingDelegate in library_fs.js
// [link]
var FS_DEBUG = false;
// 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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// Adds extra checks for error situations in the GL library. Can impact
// performance.
// [link]
var GL_ASSERTIONS = false;
// If enabled, prints out all API calls to WebGL contexts. (*very* verbose)
// [link]
var TRACE_WEBGL_CALLS = false;
// 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 = false;
// When enabled, sets preserveDrawingBuffer in the context, to allow tests to
// work (but adds overhead)
// [link]
var GL_TESTING = false;
// 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 = true;
// Forces support for all GLES2 features, not just the WebGL-friendly subset.
// [link]
var FULL_ES2 = false;
// 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 = true;
// 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 = true;
// 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 = true;
// 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 = true;
// 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 = true;
// 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 = false;
// 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 = true;
// 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 = false;
// If true, enables support for the EMSCRIPTEN_explicit_uniform_location WebGL
// extension. See docs/EMSCRIPTEN_explicit_uniform_location.txt
var GL_EXPLICIT_UNIFORM_LOCATION = false;
// If true, enables support for the EMSCRIPTEN_uniform_layout_binding WebGL
// extension. See docs/EMSCRIPTEN_explicit_uniform_binding.txt
var GL_EXPLICIT_UNIFORM_BINDING = false;
// Deprecated. Pass -sMAX_WEBGL_VERSION=2 to target WebGL 2.0.
// [link]
var USE_WEBGL2 = false;
// Specifies the lowest WebGL version to target. Pass -sMIN_WEBGL_VERSION=1
// to enable targeting WebGL 1, and -sMIN_WEBGL_VERSION=2 to drop support
// for WebGL 1.0
// [link]
var MIN_WEBGL_VERSION = 1;
// Specifies the highest WebGL version to target. Pass -sMAX_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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// Enables support for WebGPU (via "webgpu/webgpu.h").
// [link]
var USE_WEBGPU = false;
// 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 = false;
// 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 = false;
// 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 = true;
// 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 = false;
// If set, enables polyfilling for Math.clz32, Math.trunc, Math.imul, Math.fround.
// [link]
var POLYFILL_OLD_MATH_FUNCTIONS = false;
// 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. (-sPOLYFILL_OLD_MATH_FUNCTIONS)
// * Work around old Chromium WebGL 1 bug (-sWORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG=1)
// * Disable WebAssembly. (Must be paired with -sWASM=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 = false;
// Specify which runtime environments the JS output will be capable of running
// in. For maximum portability this can configured to support all envionements
// or it can be limited to reduce overall code size. The supported environments
// are:
// '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.
// This setting can be a comma-separated list of these environments, e.g.,
// "web,worker". If this is the empty string, then all 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.
//
// Note that by default we do not include the 'shell' environment since direct
// usage of d8, js, jsc is extremely rare.
// [link]
var ENVIRONMENT = 'web,webview,worker,node';
// 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 = false;
// Emscripten exception handling options.
// The three options below (DISABLE_EXCEPTION_CATCHING,
// EXCEPTION_CATCHING_ALLOWED, and DISABLE_EXCEPTION_THROWING) only pertain to
// Emscripten exception handling and do not control the native wasm exception
// handling option (-fwasm-exceptions, internal setting: WASM_EXCEPTIONS).
// 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 = [];
// 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 = false;
// 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 = true;
// 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 = true;
// Whether to support async operations in the compiled code. This makes it
// possible to call JS functions from synchronous-looking code in C/C++.
// 1: Run binaryen's Asyncify pass to transform the code using asyncify. This
// emits a normal wasm file in the end, so it works everywhere, but it has a
// significant cost in terms of code size and speed.
// See https://emscripten.org/docs/porting/asyncify.html
// 2: Depend on VM support for the wasm stack switching proposal. This allows
// async operations to happen without the overhead of modifying the wasm.
// This is experimental atm while spec discussion is ongoing, see
// https://github.com/WebAssembly/js-promise-integration/
// TODO: document which of the following flags are still relevant in this
// mode (e.g. IGNORE_INDIRECT etc. are not needed)
// [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 = false;
// 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 = false;
// 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 = false;
// Runtime debug logging from asyncify internals.
// 1: Minimal logging.
// 2: Verbose logging.
// [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 a set of commonly used symbols.
//
// 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',
'loadSplitModule', '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 = false;
// 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 = true;
// 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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// 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 = false;
// 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]