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settings.js
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// Copyright 2010 The Emscripten Authors. All rights reserved.
// Emscripten is available under two separate licenses, the MIT license and the
// University of Illinois/NCSA Open Source License. Both these licenses can be
// found in the LICENSE file.
//
// Various compiling-to-JS parameters. These are simply variables present when the
// JS compiler runs. To set them, do something like
//
// emcc -s OPTION1=VALUE1 -s OPTION2=VALUE2 [..other stuff..]
//
// See https://github.com/kripken/emscripten/wiki/Code-Generation-Modes/
//
// Note that the values here are the defaults in -O0, that is, unoptimized
// mode. See apply_opt_level in tools/shared.py for how -O1,2,3 affect these
// flags.
//
// These flags should only have an effect when compiling to JS, so there
// should not be a need to have them when just compiling source to
// bitcode. However, there will also be no harm either, so it is ok to.
//
// Tuning
// This is the size of an individual field in a structure. 1 would
// lead to e.g. doubles and chars both taking 1 memory address. This
// is a form of 'compressed' memory, with shrinking and stretching
// according to the type, when compared to C/C++. On the other hand
// the normal value of 4 means all fields take 4 memory addresses,
// as per the norm on a 32-bit machine.
//
// Changing this from the default of 4 is deprecated.
var QUANTUM_SIZE = 4;
// Whether we should add runtime assertions, for example to
// check that each allocation to the stack does not
// exceed its size, whether all allocations (stack and static) are
// of positive size, etc., whether we should throw if we encounter a bad __label__, i.e.,
// if code flow runs into a fault
// ASSERTIONS == 2 gives even more runtime checks
var ASSERTIONS = 1;
// Whether extra logging should be enabled.
// This logging isn't quite assertion-quality in that it isn't necessarily a
// symptom that something is wrong.
var RUNTIME_LOGGING = 0;
// Chooses what kind of stack smash checks to emit to generated code:
// 0: Stack overflows are not checked.
// 1: Adds a security cookie at the top of the stack, which is checked at end of
// each tick and at exit (practically zero performance overhead)
// 2: Same as above, but also adds an explicit check for allocate() calls which
// call ALLOC_STACK. Has a small performance cost.
// -s ASSERTIONS=1 automatically enables -s STACK_OVERFLOW_CHECK=2.
var STACK_OVERFLOW_CHECK = 0;
// When set to 1, will generate more verbose output during compilation.
var VERBOSE = 0;
// Whether we will run the main() function. Disable if you embed the generated
// code in your own, and will call main() yourself at the right time (which you
// can do with Module.callMain(), with an optional parameter of commandline args).
var INVOKE_RUN = 1;
// If 0, the runtime is not quit when main() completes (allowing code to
// run afterwards, for example from the browser main event loop). atexit()s
// are also not executed, and we can avoid including code for runtime shutdown,
// like flushing the stdio streams.
// Set this to 1 if you do want atexit()s or stdio streams to be flushed
// on exit.
var EXIT_RUNTIME = 0;
// How to represent the initial memory content.
// 0: embed a base64 string literal representing the initial memory data
// 1: create a *.mem file containing the binary data of the initial memory;
// use the --memory-init-file command line switch to select this method
// 2: embed a string literal representing that initial memory data
var MEM_INIT_METHOD = 0;
// The total stack size. There is no way to enlarge the stack, so this
// value must be large enough for the program's requirements. If
// assertions are on, we will assert on not exceeding this, otherwise,
// it will fail silently.
var TOTAL_STACK = 5*1024*1024;
// The total amount of memory to use. Using more memory than this will
// cause us to expand the heap, which can be costly with typed arrays:
// we need to copy the old heap into a new one in that case.
var TOTAL_MEMORY = 16777216;
// What malloc()/free() to use, out of
// * dlmalloc - a powerful general-purpose malloc
// * emmalloc - a simple and compact malloc designed for emscripten
// dlmalloc is necessary for multithreading, split memory, and other special
// modes, and will be used automatically in those cases.
// In general, if you don't need one of those special modes, and if you don't
// allocate very many small objects, you should use emmalloc since it's
// smaller. Otherwise, if you do allocate many small objects, dlmalloc
// is usually worth the extra size.
var MALLOC = "dlmalloc";
// If 1, then when malloc would fail we abort(). This is nonstandard behavior,
// but makes sense for the web since we have a fixed amount of memory that
// must all be allocated up front, and so (a) failing mallocs are much more
// likely than on other platforms, and (b) people need a way to find out
// how big that initial allocation (TOTAL_MEMORY) must be.
// If you set this to 0, then you get the standard malloc behavior of
// returning NULL (0) when it fails.
var ABORTING_MALLOC = 1;
// If false, we abort with an error if we try to allocate more memory than
// we can (TOTAL_MEMORY). If true, we will grow the memory arrays at
// runtime, seamlessly and dynamically. This has a performance cost in asm.js,
// both during the actual growth and in general (the latter is because in
// that case we must be careful about optimizations, in particular the
// eliminator), but in wasm it is efficient and should be used whenever relevant.
// See https://code.google.com/p/v8/issues/detail?id=3907 regarding
// memory growth performance in chrome.
// Note that growing memory means we replace the JS typed array views, as
// once created they cannot be resized. (This happens both in asm.js and in
// wasm - in wasm we can grow the Memory, but still need to create new
// views for JS.)
// Setting this option on will disable ABORTING_MALLOC, in other words,
// ALLOW_MEMORY_GROWTH enables fully standard behavior, of both malloc
// returning 0 when it fails, and also of being able to allocate more
// memory from the system as necessary.
var ALLOW_MEMORY_GROWTH = 0;
// where global data begins; the start of static memory. -1 means use the
// default, any other value will be used as an override
var GLOBAL_BASE = -1;
// where the stack will begin. -1 means use the default. if the stack cannot
// start at the value specified here, it may start at a higher location.
// this is useful when debugging two builds that may differ in their static
// allocations, by forcing the stack to start in the same place their
// memory usage patterns would be the same.
// Code embetterments
var STACK_START = -1;
// How to load and store 64-bit doubles. A potential risk is that doubles may
// be only 32-bit aligned. Forcing 64-bit alignment in Clang itself should be
// able to solve that, or as a workaround in DOUBLE_MODE 1 we will carefully
// load in parts, in a way that requires only 32-bit alignment. In DOUBLE_MODE 0
// we will simply store and load doubles as 32-bit floats, so when they are
// stored/loaded they will truncate from 64 to 32 bits, and lose precision. This
// is faster, and might work for some code (but probably that code should just
// use floats and not doubles anyhow). Note that a downside of DOUBLE_MODE 1 is
// that we currently store the double in parts, then load it aligned, and that
// load-store will make JS engines alter it if it is being stored to a typed
// array for security reasons. That will 'fix' the number from being a NaN or an
// infinite number.
var DOUBLE_MODE = 1;
// If enabled, all memory accesses are assumed to be unaligned. In unaligned
// memory mode, you can run nonportable code that typically would break in JS
// (or on ARM for that matter, which also cannot do unaligned reads/writes), at
// the cost of slowness
var UNALIGNED_MEMORY = 0;
// If enabled, assumes all reads and writes are fully aligned for the type they
// use. This is true in proper C code (no undefined behavior), but is sadly
// common enough that we can't do it by default. See SAFE_HEAP. For ways to
// help find places in your code where unaligned reads/writes are done - you
// might be able to refactor your codebase to prevent them, which leads to
// smaller and faster code, or even the option to turn this flag on.
var FORCE_ALIGNED_MEMORY = 0;
// Warn at compile time about instructions that LLVM tells us are not fully
// aligned. This is useful to find places in your code where you might refactor
// to ensure proper alignment. This is currently only supported in asm.js, not
// wasm.
var WARN_UNALIGNED = 0;
// If enabled, i64 addition etc. is emulated - which is slow but precise. If
// disabled, we use the 'double trick' which is fast but incurs rounding at high
// values. If set to 2, we always include the i64 math code, which is necessary
// in the case that we can't know at compile time that 64-bit math is needed.
// For example, if you print 64-bit values with printf, but never add them, we
// can't know at compile time and you need to set this to 2.
var PRECISE_I64_MATH = 1;
// 0: Use JS numbers for floating-point values. These are 64-bit and do not model C++
// floats exactly, which are 32-bit.
// 1: Model C++ floats precisely, using Math.fround, polyfilling when necessary. This
// can be slow if the polyfill is used on heavy float32 computation. See note on
// browser support below.
// 2: Model C++ floats precisely using Math.fround if available in the JS engine, otherwise
// use an empty polyfill. This will have much less of a speed penalty than using the full
// polyfill in cases where engine support is not present. In addition, we can
// remove the empty polyfill calls themselves on the client when generating html,
// which should mean that this gives you the best of both worlds of 0 and 1, and is
// therefore recommended, *unless* you need a guarantee of proper float32 precision
// (in that case, use option 1).
// XXX Note: To optimize float32-using code, we use the 'const' keyword in the emitted
// code. This allows us to avoid unnecessary calls to Math.fround, which would
// slow down engines not yet supporting that function. 'const' is present in
// all modern browsers, including Firefox, Chrome and Safari, but in IE is only
// present in IE11 and above. Therefore if you need to support legacy versions of
// IE, you should not enable PRECISE_F32 1 or 2.
var PRECISE_F32 = 0;
// Whether to allow autovectorized SIMD code
// (https://github.com/johnmccutchan/ecmascript_simd). SIMD intrinsics are
// always compiled to SIMD code, so you only need this option if you also want
// the autovectorizer to run. Note that SIMD support in browsers is not yet
// there (as of Sep 2, 2014), so you will be running in a polyfill, which is not
// fast.
var SIMD = 0;
// Whether closure compiling is being run on this output
var USE_CLOSURE_COMPILER = 0;
// Ignore closure warnings and errors (like on duplicate definitions)
var IGNORE_CLOSURE_COMPILER_ERRORS = 0;
// When enabled, does not push/pop the stack at all in functions that have no
// basic stack usage. But, they may allocate stack later, and in a loop, this
// can be very bad. In particular, when debugging, printf()ing a lot can exhaust
// the stack very fast, with this option. In particular, be careful with the
// autodebugger! (We do turn this off automatically in that case, though.)
var SKIP_STACK_IN_SMALL = 1;
// A limit on inlining. If 0, we will inline normally in LLVM and closure. If
// greater than 0, we will *not* inline in LLVM, and we will prevent inlining of
// functions of this size or larger in closure. 50 is a reasonable setting if
// you do not want inlining
var INLINING_LIMIT = 0;
// A function size above which we try to automatically break up functions into
// smaller ones, to avoid the downsides of very large functions (JS engines
// often compile them very slowly, compile them with lower optimizations, or do
// not optimize them at all). If 0, we do not perform outlining at all. To see
// which funcs are large, you can inspect the source in a debug build (-g2 or -g
// for example), and can run tools/find_bigfuncs.py on that to get a sorted list
// by size. Another possibility is to look in the web console in firefox, which
// will note slowly-compiling functions. You will probably want to experiment
// with various values to see the impact on compilation time, code size and
// runtime throughput. It is hard to say what values to start testing with, but
// something around 20,000 to 100,000 might make sense. (The unit size is
// number of AST nodes.) Outlining decreases maximum function size, but does so
// at the cost of increasing overall code size as well as performance (outlining
// itself makes code less optimized, and requires emscripten to disable some
// passes that are incompatible with it).
// Note: For wasm there is usually no need to set OUTLINING_LIMIT, as VMs can
// handle large functions well anyhow.
var OUTLINING_LIMIT = 0;
// Run aggressiveVariableElimination in js-optimizer.js
var AGGRESSIVE_VARIABLE_ELIMINATION = 0;
// Whether to simplify ifs in js-optimizer.js
// Generated code debugging options
var SIMPLIFY_IFS = 1;
// Check each write to the heap, for example, this will give a clear
// error on what would be segfaults in a native build (like dereferencing
// 0). See preamble.js for the actual checks performed.
var SAFE_HEAP = 0;
// Log out all SAFE_HEAP operations
var SAFE_HEAP_LOG = 0;
// In asm.js mode, we cannot simply add function pointers to function tables, so
// we reserve some slots for them. An alternative to this is to use
// EMULATED_FUNCTION_POINTERS, in which case we don't need to reserve.
var RESERVED_FUNCTION_POINTERS = 0;
// Whether to allow function pointers to alias if they have a different type.
// This can greatly decrease table sizes in asm.js, but can break code that
// compares function pointers across different types.
var ALIASING_FUNCTION_POINTERS = 0;
// asm.js: By default we implement function pointers using asm.js function
// tables, which is very fast. With this option, we implement them more flexibly
// by emulating them: we call out into JS, which handles the function tables.
// 1: Full emulation. This means you can modify the
// table in JS fully dynamically, not just add to
// the end.
// 2: Optimized emulation. Assumes once something is
// added to the table, it will not change. This allows
// dynamic linking while keeping performance fast,
// as we can do a fast call into the internal table
// if the fp is in the right range. Shared modules
// (MAIN_MODULE, SIDE_MODULE) do this by default.
// This requires RELOCATABLE to be set.
// wasm:
// By default we use a wasm Table for function pointers, which is fast and
// efficient. When enabling emulation, we also use the Table *outside* the wasm
// module, exactly as when emulating in asm.js, just replacing the plain JS
// array with a Table. However, Tables have some limitations currently, like not
// being able to assign an arbitrary JS method to them, which we have yet to
// work around.
var EMULATED_FUNCTION_POINTERS = 0;
// Allows function pointers to be cast, wraps each call of an incorrect type
// with a runtime correction. This adds overhead and should not be used
// normally. It also forces ALIASING_FUNCTION_POINTERS to 0. Aside from making
// calls not fail, this tries to convert values as best it can. In asm.js, this
// uses doubles as the JS number type, so if you send a double to a parameter
// accepting an int, it will be |0-d into a (signed) int. In wasm, we have i64s
// so that is not valid, and instead we use 64 bits to represent values, as if
// we wrote the sent value to memory and loaded the received type from the same
// memory (using truncs/extends/ reinterprets). This means that when types do
// not match the emulated values may differ between asm.js and wasm (and native,
// for that matter - this is all undefined behavior). In any case, both
// approaches appear good enough to support Python, which is the main use case
// motivating this feature.
var EMULATE_FUNCTION_POINTER_CASTS = 0;
// Print out exceptions in emscriptened code. Does not work in asm.js mode
var EXCEPTION_DEBUG = 0;
// If 1, build in libcxxabi's full c++ demangling code, to allow stackTrace()
// to emit fully proper demangled c++ names
var DEMANGLE_SUPPORT = 0;
// Print out when we enter a library call (library*.js). You can also unset
// Runtime.debug at runtime for logging to cease, and can set it when you want
// it back. A simple way to set it in C++ is
// emscripten_run_script("Runtime.debug = ...;");
var LIBRARY_DEBUG = 0;
// Print out all syscalls
var SYSCALL_DEBUG = 0;
// Log out socket/network data transfer.
var SOCKET_DEBUG = 0;
// Select socket backend, either webrtc or websockets. XXX webrtc is not
// currently tested, may be broken
// As well as being configurable at compile time via the "-s" option the
// WEBSOCKET_URL and WEBSOCKET_SUBPROTOCOL
// settings may configured at run time via the Module object e.g.
// Module['websocket'] = {subprotocol: 'base64, binary, text'};
// Module['websocket'] = {url: 'wss://', subprotocol: 'base64'};
// You can set 'subprotocol' to null, if you don't want to specify it
// Run time configuration may be useful as it lets an application select
// multiple different services.
var SOCKET_WEBRTC = 0;
// A string containing either a WebSocket URL prefix (ws:// or wss://) or a complete
// RFC 6455 URL - "ws[s]:" "//" host [ ":" port ] path [ "?" query ].
// In the (default) case of only a prefix being specified the URL will be constructed from
// prefix + addr + ':' + port
// where addr and port are derived from the socket connect/bind/accept calls.
var WEBSOCKET_URL = 'ws://';
// A string containing a comma separated list of WebSocket subprotocols
// as would be present in the Sec-WebSocket-Protocol header.
var WEBSOCKET_SUBPROTOCOL = 'binary';
// Print out debugging information from our OpenAL implementation.
var OPENAL_DEBUG = 0;
// Adds extra checks for error situations in the GL library. Can impact
// performance.
var GL_ASSERTIONS = 0;
// If enabled, prints out all API calls to WebGL contexts. (*very* verbose)
var TRACE_WEBGL_CALLS = 0;
// Enables more verbose debug printing of WebGL related operations. As with
// LIBRARY_DEBUG, this is toggleable at runtime with option GL.debug.
var GL_DEBUG = 0;
// When enabled, sets preserveDrawingBuffer in the context, to allow tests to
// work (but adds overhead)
var GL_TESTING = 0;
// How large GL emulation temp buffers are
var GL_MAX_TEMP_BUFFER_SIZE = 2097152;
// Enables some potentially-unsafe optimizations in GL emulation code
var GL_UNSAFE_OPTS = 1;
// Forces support for all GLES2 features, not just the WebGL-friendly subset.
var FULL_ES2 = 0;
// Enables WebGL2 native functions. This mode will also create a WebGL2
// context by default if no version is specified.
var USE_WEBGL2 = 0;
// If true, emulates some WebGL 1 features on WebGL 2 contexts, meaning that
// applications that use WebGL 1/GLES 2 can initialize a WebGL 2/GLES3 context,
// but still keep using WebGL1/GLES 2 functionality that no longer is supported
// in WebGL2/GLES3. Currently this emulates GL_EXT_shader_texture_lod extension
// in GLSLES 1.00 shaders, support for unsized internal texture formats, and the
// GL_HALF_FLOAT_OES != GL_HALF_FLOAT mixup.
var WEBGL2_BACKWARDS_COMPATIBILITY_EMULATION = 0;
// Forces support for all GLES3 features, not just the WebGL2-friendly subset.
var FULL_ES3 = 0;
// Includes code to emulate various desktop GL features. Incomplete but useful
// in some cases, see
// http://kripken.github.io/emscripten-site/docs/porting/multimedia_and_graphics/OpenGL-support.html
var LEGACY_GL_EMULATION = 0;
// If you specified LEGACY_GL_EMULATION = 1 and only use fixed function pipeline
// in your code, you can also set this to 1 to signal the GL emulation layer
// that it can perform extra optimizations by knowing that the user code does
// not use shaders at all. If LEGACY_GL_EMULATION = 0, this setting has no
// effect.
var GL_FFP_ONLY = 0;
// If you want to create the WebGL context up front in JS code, set this to 1
// and set Module['preinitializedWebGLContext'] to a precreated WebGL context.
// WebGL initialization afterwards will use this GL context to render.
var GL_PREINITIALIZED_CONTEXT = 0;
// Enables building of stb-image, a tiny public-domain library for decoding
// images, allowing decoding of images without using the browser's built-in
// decoders. The benefit is that this can be done synchronously, however, it
// will not be as fast as the browser itself. When enabled, stb-image will be
// used automatically from IMG_Load and IMG_Load_RW. You can also call the
// stbi_* functions directly yourself.
var STB_IMAGE = 0;
// Enable this to get support for non-modern browsers, node.js, etc. 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.
// * Disable WebAssembly.
var LEGACY_VM_SUPPORT = 0;
// By default, emscripten output will run on the web, in a web worker,
// in node.js, or in a JS shell like d8, js, or jsc. You can set this option to
// specify that the output should only run in one particular environment, which
// must be one of
// 'web' - the normal web environment.
// 'worker' - a web worker environment.
// 'node' - Node.js.
// 'shell' - a JS shell like d8, js, or jsc.
// (There is also a 'pthread' environment, see shell.js, but it cannot be specified
// manually yet TODO)
var ENVIRONMENT = '';
// Enable this to support lz4-compressed file packages. They are stored compressed in memory, and
// decompressed on the fly, avoiding storing the entire decompressed data in memory at once.
// If you run the file packager separately, you still need to build the main program with this flag,
// and also pass --lz4 to the file packager.
// (You can also manually compress one on the client, using LZ4.loadPackage(), but that is less
// recommended.)
// Limitations:
// * LZ4-compressed files are only decompressed when needed, so they are not available
// for special preloading operations like pre-decoding of images using browser codecs,
// preloadPlugin stuff, etc.
// * LZ4 files are read-only.
var LZ4 = 0;
// Disables generating code to actually catch exceptions. This disabling is on
// by default as the overhead of exceptions is quite high in size and speed
// currently (in the future, wasm should improve that). When exceptions are
// disabled, if an exception actually happens then it will not be caught
// and the program will halt (so this will not introduce silent failures).
// There are 3 specific modes here:
// DISABLE_EXCEPTION_CATCHING = 0 - generate code to actually catch exceptions
// DISABLE_EXCEPTION_CATCHING = 1 - disable exception catching at all
// DISABLE_EXCEPTION_CATCHING = 2 - disable exception catching, but enables
// catching in whitelist
// XXX note that this removes *catching* of exceptions, which is the main
// issue for speed, but you should build source files with
// -fno-exceptions to really get rid of all exceptions code overhead,
// as it may contain thrown exceptions that are never caught (e.g.
// just using std::vector can have that). -fno-rtti may help as well.
var DISABLE_EXCEPTION_CATCHING = 1;
// Enables catching exception in the listed functions only, if
// DISABLE_EXCEPTION_CATCHING = 2 is set
var EXCEPTION_CATCHING_WHITELIST = [];
// By default we handle exit() in node, by catching the Exit exception. However,
// this means we catch all process exceptions. If you disable this, then we no
// longer do that, and exceptions work normally, which can be useful for libraries
// or programs that don't need exit() to work.
// For more explanations of this option, please visit
// https://github.com/kripken/emscripten/wiki/Asyncify
var NODEJS_CATCH_EXIT = 1;
// Whether to enable asyncify transformation
// This allows to inject some async functions to the C code that appear to be sync
// e.g. emscripten_sleep
var ASYNCIFY = 0;
// Functions that call any function in the list, directly or indirectly
var ASYNCIFY_FUNCTIONS = ['emscripten_sleep',
'emscripten_wget', // will be transformed
'emscripten_yield'];
// Functions in this list are never considered async, even if they appear in ASYNCIFY_FUNCTIONS
var ASYNCIFY_WHITELIST = ['qsort',
'trinkle', // In the asyncify transformation, any function that calls a function pointer is considered async
'__toread', // This whitelist is useful when a function is known to be sync
'__uflow', // currently this link contains some functions in libc
'__fwritex',
'MUSL_vfprintf'];
// Runtime elements that are exported on Module by default. We used to export
// quite a lot here, but have removed them all, so this option is redundant
// given that EXTRA_EXPORTED_RUNTIME_METHODS exists, and so this option exists
// only for backwards compatibility. You should use
// EXTRA_EXPORTED_RUNTIME_METHODS for things you want to export from the
// runtime. Note that methods on this list are only exported if they are
// included (either automatically from linking, or due to being in
// DEFAULT_LIBRARY_FUNCS_TO_INCLUDE).
// Note that the name may be slightly misleading, as this is for any JS library
// element, and not just methods. For example, we export the Runtime object by
// having "Runtime" in this list.
var EXPORTED_RUNTIME_METHODS = [];
// Additional methods to those in EXPORTED_RUNTIME_METHODS. Adjusting that list
// lets you remove methods that would be exported by default; setting values in
// this list lets you add to the default list without modifying it.
var EXTRA_EXPORTED_RUNTIME_METHODS = [];
// Log all FS operations. This is especially helpful when you're porting a new
// project and want to see a list of file system operations happening so that
// you can create a virtual file system with all of the required files.
var FS_LOG = 0;
// If set to nonzero, the provided virtual filesystem if treated
// case-insensitive, like Windows and OSX do. If set to 0, the VFS is
// case-sensitive, like on Linux.
var CASE_INSENSITIVE_FS = 0;
// If set to nonzero, MEMFS will always utilize typed arrays as the backing
// store for appending data to files. The default behavior is to use typed
// arrays for files when the file size doesn't change after initial creation,
// and for files that do change size, use normal JS arrays instead.
var MEMFS_APPEND_TO_TYPED_ARRAYS = 0;
// If set to 0, does not build in any filesystem support. Useful if you are just
// doing pure computation, but not reading files or using any streams (including
// fprintf, and other stdio.h things) or anything related. The one exception is
// there is partial support for printf, and puts, hackishly. The compiler will
// automatically set this if it detects that syscall usage (which is static)
// does not require a full filesystem. If you still want filesystem support, use
// FORCE_FILESYSTEM
var FILESYSTEM = 1;
// Makes full filesystem support be included, even if statically it looks like
// it is not used. For example, if your C code uses no files, but you include
// some JS that does, you might need this.
var FORCE_FILESYSTEM = 0;
// This mode is intended for use with Node.js (and will throw if the build runs
// in other engines). The File System API will directly use Node.js API without
// requiring `FS.mount()`. The initial working directory will be same as
// process.cwd() instead of VFS root directory. Because this mode directly uses
// Node.js to access the real local filesystem on your OS, the code will not
// necessarily be portable between OSes - it will be as portable as a Node.js
// program would be, which means that differences in how the underlying OS
// handles permissions and errors and so forth may be noticeable. This has
// mostly been tested on Linux so far.
var NODERAWFS = 0;
// Functions that are explicitly exported. These functions are kept alive
// through LLVM dead code elimination, and also made accessible outside of the
// generated code even after running closure compiler (on "Module"). Note the
// necessary prefix of "_".
//
// Note also that this is the full list of exported functions - if you have a
// main() function and want it to run, you must include it in this list (as
// _main is by default in this value, and if you override it without keeping it
// there, you are in effect removing it).
var EXPORTED_FUNCTIONS = ['_main'];
// If true, we export all the symbols. Note that this does *not* affect LLVM, so
// it can still eliminate functions as dead. This just exports them on the
// Module object.
var EXPORT_ALL = 0;
// Export all bindings generator functions (prefixed with emscripten_bind_). This
// is necessary to use the WebIDL binder with asm.js
var EXPORT_BINDINGS = 0;
// If true, export all the functions appearing in a function table, and the
// tables themselves.
var EXPORT_FUNCTION_TABLES = 0;
// Remembers the values of these settings, and makes them accessible
// through Runtime.getCompilerSetting and emscripten_get_compiler_setting.
// To see what is retained, look for compilerSettings in the generated code.
var RETAIN_COMPILER_SETTINGS = 0;
// this will contain the emscripten version. you should not modify it. This
// and the following few settings are useful in combination with
// RETAIN_COMPILER_SETTINGS
var EMSCRIPTEN_VERSION = '';
// this will contain the optimization level (-Ox). you should not modify it.
var OPT_LEVEL = 0;
// this will contain the debug level (-gx). you should not modify it.
var DEBUG_LEVEL = 0;
// Whether we are profiling functions. you should not modify it.
var PROFILING_FUNCS = 0;
// JS library elements (C functions implemented in JS) that we include by
// default. If you want to make sure something is included by the JS compiler,
// add it here. For example, if you do not use some emscripten_* C API call
// from C, but you want to call it from JS, add it here (and in EXPORTED
// FUNCTIONS with prefix "_", if you use closure compiler). Note that the name
// may be slightly misleading, as this is for any JS library element, and not
// just functions. For example, you can include the Browser object by adding
// "$Browser" to this list.
var DEFAULT_LIBRARY_FUNCS_TO_INCLUDE = ['memcpy', 'memset', 'malloc', 'free'];
// This list is also used to determine auto-exporting of library dependencies
// (i.e., functions that might be dependencies of JS library functions, that if
// so we must export so that if they are implemented in C they will be
// accessible, in ASM_JS mode).
var LIBRARY_DEPS_TO_AUTOEXPORT = ['memcpy'];
// Include all JS library functions instead of the sum of
// DEFAULT_LIBRARY_FUNCS_TO_INCLUDE + any functions used by the generated code.
// This is needed when dynamically loading (i.e. dlopen) modules that make use
// of runtime library functions that are not used in the main module. Note that
// this only applies to js libraries, *not* C. You will need the main file to
// include all needed C libraries. For example, if a module uses malloc or new,
// you will need to use those in the main file too to pull in malloc for use by
// the module.
var INCLUDE_FULL_LIBRARY = 0;
// Set this to a string to override the shell file used
var SHELL_FILE = 0;
// If set to 1, we emit relocatable code from the LLVM backend; both
// globals and function pointers are all offset (by gb and fp, respectively)
var RELOCATABLE = 0;
// A main module is a file compiled in a way that allows us to link it to
// a side module using emlink.py.
// 1: Normal main module.
// 2: DCE'd main module. We eliminate dead code normally. If a side
// module needs something from main, it is up to you to make sure
// it is kept alive.
var MAIN_MODULE = 0;
// Corresponds to MAIN_MODULE (also supports modes 1 and 2)
var SIDE_MODULE = 0;
// If this is a main module (MAIN_MODULE == 1), then
// we will link these at runtime. They must have been built with
// SIDE_MODULE == 1.
var RUNTIME_LINKED_LIBS = [];
// (deprecated option TODO: remove)
var BUILD_AS_SHARED_LIB = 0;
// If set to 1, this is a worker library, a special kind of library that is run
// in a worker. See emscripten.h
var BUILD_AS_WORKER = 0;
// If set to 1, we build the project into a js file that will run in a worker,
// and generate an html file that proxies input and output to/from it.
var PROXY_TO_WORKER = 0;
// If set, the script file name the main thread loads. Useful if your project
// doesn't run the main emscripten- generated script immediately but does some
// setup before
var PROXY_TO_WORKER_FILENAME = '';
// If set to 1, compiles in a small stub main() in between the real main() which
// calls pthread_create() to run the application main() in a pthread. This is
// something that applications can do manually as well if they wish, this option
// is provided as convenience.
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.
//
// BUILD_AS_SHARED_LIB > 0 implies this, so it is only important to set this to
// 1 when building the main file, and *if* that main file has symbols that the
// library it will open will then access through an extern. LINKABLE of 0 is
// very useful in that we can reduce the size of the generated code very
// significantly, by removing everything not actually used.
var 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.
var STRICT = 0;
// If set to 1, we will warn on any undefined symbols that are not resolved by
// the library_*.js files. Note that it is common in large projects to not
// implement everything, when you know what is not going to actually be called
// (and don't want to mess with the existing buildsystem), and functions might
// be implemented later on, say in --pre-js, so you may want to build with -s
// WARN_ON_UNDEFINED_SYMBOLS=0 to disable the warnings if they annoy you. See
// also ERROR_ON_UNDEFINED_SYMBOLS. Any undefined symbols that are listed in-
// EXPORTED_FUNCTIONS will also be reported.
var WARN_ON_UNDEFINED_SYMBOLS = 1;
// If set to 1, we will give a link-time error on any undefined symbols (see
// WARN_ON_UNDEFINED_SYMBOLS). The default value is 1. To allow undefined
// symbols at link time set this to 0, in which case if an undefined function is
// called a runtime error will occur. Any undefined symbols that are listed in
// EXPORTED_FUNCTIONS will also be reported.
var ERROR_ON_UNDEFINED_SYMBOLS = 1;
// If set to 1, any -lfoo directives pointing to nonexisting library files will
// issue a linker error.
// The default value for this is currently 0, but will be transitioned to 1 in
// the future. To keep relying on building with -s ERROR_ON_MISSING_LIBRARIES=0
// setting, prefer to set that option explicitly in your build system.
var ERROR_ON_MISSING_LIBRARIES = 0;
// Specifies a list of Emscripten-provided JS libraries to link against.
// (internal, use -lfoo or -lfoo.js to link to Emscripten system JS libraries)
var SYSTEM_JS_LIBRARIES = [];
// Use small chunk size for binary synchronous XHR's in Web Workers. Used for
// testing. See test_chunked_synchronous_xhr in runner.py and library.js.
var SMALL_XHR_CHUNKS = 0;
// If 1, will include shim code that tries to 'fake' a browser environment, in
// order to let you run a browser program (say, using SDL) in the shell.
// Obviously nothing is rendered, but this can be useful for benchmarking and
// debugging if actual rendering is not the issue. Note that the shim code is
// very partial - it is hard to fake a whole browser! - so keep your
// expectations low for this to work.
var HEADLESS = 0;
// If 1, we force Date.now(), Math.random, etc. to return deterministic results.
// Good for comparing builds for debugging purposes (and nothing else)
var DETERMINISTIC = 0;
// By default we emit all code in a straightforward way into the output
// .js file. That means that if you load that in a script tag in a web
// page, it will use the global scope. With MODULARIZE set, we will instead emit
//
// var EXPORT_NAME = function(Module) {
// Module = Module || {};
// // .. all the emitted code from emscripten ..
// return Module;
// };
//
// where EXPORT_NAME is from the option of the same name (so, by default
// it will be var Module = ..., and so you should change EXPORT_NAME if
// you want more than one module in the same web page).
//
// You can then use this by something like
//
// var instance = EXPORT_NAME();
//
// or
//
// var instance = EXPORT_NAME({ option: value, ... });
//
// Note the parentheses - we are calling EXPORT_NAME in order to instantiate
// the module. (This allows, in particular, for you to create multiple
// instantiations, etc.)
//
// If you add --pre-js or --post-js files, they will be included inside
// the module with the rest of the emitted code. That way, they can be
// optimized together with it. (If you want something outside of the module,
// that is, literally before or after all the code including the extra
// MODULARIZE code, you can do that by modifying the JS yourself after
// emscripten runs. While --pre-js and --post-js happen to do that in
// non-modularize mode, their big feature is that they add code to be
// optimized with the rest of the emitted code, allowing better dead code
// elimination and minification.)
//
// Modularize also provides a promise-like API,
//
// var instance = EXPORT_NAME().then(function(Module) { .. });
//
// The callback is called when it is safe to run compiled code, similar
// to the onRuntimeInitialized callback (i.e., it waits for all
// necessary async events). It receives the instance as a parameter,
// for convenience.
//
// Note that in MODULARIZE mode we do *not* look at the global `Module`
// object, so if you define things there they will be ignored. The reason
// is that you will be constructing the instances manually, and can
// provide Module there, or something else, as you want. This differs
// in MODULARIZE_INSTANCE mode, where we *do* look at the global, since
// as in non-MODULARIZE mode there is just one global instance, and it
// is constructed by the setup code.
var MODULARIZE = 0;
// Similar to MODULARIZE, but while that mode exports a function, with which you
// can create multiple instances, this option exports a singleton instance. In
// other words, it's the same as if you used MODULARIZE and did EXPORT_NAME =
// EXPORT_NAME() to create the instance manually.
//
// Note that the promise-like API MODULARIZE provides isn't available here
// (since you arean't creating the instance yourself).
var MODULARIZE_INSTANCE = 0;
// Export using an ES6 Module export rather than a UMD export. MODULARIZE must
// be enabled for ES6 exports.
var EXPORT_ES6 = 0;
// If 1, will just time how long main() takes to execute, and not print out
// anything at all whatsoever. This is useful for benchmarking.
var BENCHMARK = 0;
// If 1, generate code in asm.js format. If 2, emits the same code except for
// omitting 'use asm'
var ASM_JS = 1;
// If 1, will finalize the final emitted code, including operations that prevent
// later js optimizer passes from running, like converting +5 into 5.0 (the js
// optimizer sees 5.0 as just 5).
var FINALIZE_ASM_JS = 1;
// If 1, then all exports from the asm/wasm module will be accessed indirectly,
// which allow the module to be swapped later, simply by replacing
// Module['asm'].
//
// Note: It is very important that the replacement module be built with the same
// optimizations and so forth, as we depend on them being a drop-in replacement
// for each other (same globals on the heap at the same locations, etc.)
var SWAPPABLE_ASM_MODULE = 0;
// see emcc --separate-asm
var SEPARATE_ASM = 0;
// This disables linking and other causes of adding extra code automatically,
// and as a result, your output compiled code (in the .asm.js file, if you emit
// with --separate-asm) will contain only the functions you provide.
var ONLY_MY_CODE = 0;
// Enables profile-guided optimization in the form of runtime checks for which
// functions are actually called. Emits a list during shutdown that you can pass
// to DEAD_FUNCTIONS (you can also emit the list manually by calling
// PGOMonitor.dump());
var PGO = 0;
// JS library functions on this list are not converted to JS, and calls to them
// are turned into abort()s. This is potentially useful for reducing code size.
// If a dead function is actually called, you will get a runtime error.
//
// TODO: make this work on compiled methods as well, perhaps by adding a JS
// optimizer pass?
var DEAD_FUNCTIONS = [];
// If 1, generate an explicit conversion of zext i1 to i32, using ?:
var EXPLICIT_ZEXT = 0;
// Global variable to export the module as for environments without a
// standardized module loading system (e.g. the browser and SM shell).
var EXPORT_NAME = 'Module';
// When set to 0, we do not emit eval() and new Function(), which disables some functionality
// (causing runtime errors if attempted to be used), but allows the emitted code to be
// acceptable in places that disallow dynamic code execution (chrome packaged app,
// privileged firefox app, etc.). Pass this flag when developing an Emscripten application
// that is targeting a privileged or a certified execution environment, see
// Firefox Content Security Policy (CSP) webpage for details:
// https://developer.mozilla.org/en-US/Apps/Build/Building_apps_for_Firefox_OS/CSP
// When this flag is set, the following features (linker flags) are unavailable:
// --closure 1: When using closure compiler, eval() would be needed to locate the Module object.
// -s RELOCATABLE=1: the function Runtime.loadDynamicLibrary would need to eval().
// --bind: Embind would need to eval().
// Additionally, the following Emscripten runtime functions are unavailable when
// DYNAMIC_EXECUTION=0 is set, and an attempt to call them will throw an exception:
// - emscripten_run_script(),
// - emscripten_run_script_int(),
// - emscripten_run_script_string(),
// - dlopen(),
// - the functions ccall() and cwrap() are still available, but they are restricted to only
// being able to call functions that have been exported in the Module object in advance.
// When set to -s DYNAMIC_EXECUTION=2 flag is set, attempts to call to eval() are demoted
// to warnings instead of throwing an exception.
var DYNAMIC_EXECUTION = 1;
// Runs tools/emterpretify on the compiler output
var EMTERPRETIFY = 0;
// If defined, a file to write bytecode to, otherwise the default is to embed it
// in text JS arrays (which is less efficient). When emitting HTML, we
// automatically generate code to load this file and set it to
// Module.emterpreterFile. If you emit JS, you need to make sure that
// Module.emterpreterFile contains an ArrayBuffer with the bytecode, when the
// code loads. Note: You might need to quote twice in the shell, something like
// -s 'EMTERPRETIFY_FILE="waka"'
var EMTERPRETIFY_FILE = '';
// Functions to not emterpret, that is, to run normally at full speed
var EMTERPRETIFY_BLACKLIST = [];
// If this contains any functions, then only the functions in this list are
// emterpreted (as if all the rest are blacklisted; this overrides the
// BLACKLIST)
var EMTERPRETIFY_WHITELIST = [];
// Allows sync code in the emterpreter, by saving the call stack, doing an async
// delay, and resuming it
var EMTERPRETIFY_ASYNC = 0;
// Performs a static analysis to suggest which functions should be run in the
// emterpreter, as it appears they can be on the stack when a sync function is
// called in the EMTERPRETIFY_ASYNC option. After showing the suggested list,
// compilation will halt. You can apply the provided list as an emcc argument
// when compiling later.
var EMTERPRETIFY_ADVISE = 0;
// If you have additional custom synchronous functions, add them to this list
// and the advise mode will include them in its analysis.
var EMTERPRETIFY_SYNCLIST = [];
// If > 0, we split memory into chunks, of the size given in this parameter.
// * TOTAL_MEMORY becomes the maximum amount of memory, as chunks are allocated on
// demand. That means this achieves a result similar to ALLOW_MEMORY_GROWTH, but
// better since it can free chunks in the middle. You still to set
// ALLOW_MEMORY_GROWTH if you want memory to grow beyond the initial TOTAL_MEMORY
// target.
// * Larger SPLIT_MEMORY sizes are generally faster to run.
// TODO: more docs
// TODO: add malloc-split to embuilder
var SPLIT_MEMORY = 0;
// Similar to SAFE_HEAP, but for SPLIT_MEMORY.
var SAFE_SPLIT_MEMORY = 0;
// whether js opts will be run, after the main compiler
var RUNNING_JS_OPTS = 0;
// whether we are in the generate struct_info bootstrap phase
var BOOTSTRAPPING_STRUCT_INFO = 0;
// struct_info that is either generated or cached
var STRUCT_INFO = '';
// Add some calls to emscripten tracing APIs
var EMSCRIPTEN_TRACING = 0;
// Specify the GLFW version that is being linked against. Only relevant, if you
// are linking against the GLFW library. Valid options are 2 for GLFW2 and 3
// for GLFW3.
var USE_GLFW = 2;
// Whether to use compile code to WebAssembly. Set this to 0 to compile to
// asm.js. This will fetch the binaryen port and build it. (If, instead, you
// set BINARYEN_ROOT in your ~/.emscripten file, then we use that instead of the
// port, which can useful for local dev work on binaryen itself).
var WASM = 1;
// Whether to use the WebAssembly backend that is in development in LLVM. You
// should not set this yourself, instead set EMCC_WASM_BACKEND=1 in the
// environment.
var WASM_BACKEND = 0;
// Whether to compile object files as wasm as opposed to the default
// of using LLVM IR.
var WASM_OBJECT_FILES = 0;
// How we should run WebAssembly code. By default, we run it natively.
// See binaryen's src/js/wasm.js-post.js for more details and options.
var BINARYEN_METHOD = "native-wasm";
// An optional comma-separated list of script hooks to run after binaryen,
// in binaryen's /scripts dir.
var BINARYEN_SCRIPTS = "";
// Whether to ignore implicit traps when optimizing in binaryen. Implicit traps
// are the unlikely traps that happen in a load that is out of bounds, or
// div/rem of 0, etc. We can reorder them, but we can't ignore that they have
// side effects, so turning on this flag lets us do a little more to reduce code
// size.
var BINARYEN_IGNORE_IMPLICIT_TRAPS = 0;
// How we handle wasm operations that may trap, which includes integer
// div/rem of 0 and float-to-int of values too large to fit in an int.
// js: do exactly what js does. this can be slower.
// clamp: avoid traps by clamping to a reasonable value. this can be
// faster than "js".
// allow: allow creating operations that can trap. this is the most
// compact, as we just emit a single wasm operation, with no
// guards to trapping values, and also often the fastest.
var BINARYEN_TRAP_MODE = "allow";
// A comma-separated list of passes to run in the binaryen optimizer, for
// example, "dce,precompute,vacuum". When set, this overrides the default
// passes we would normally run.
var BINARYEN_PASSES = "";
// Set the maximum size of memory in the wasm module (in bytes). Without this,
// TOTAL_MEMORY is used (as it is used for the initial value), or if memory
// growth is enabled, the default value here (-1) is to have no limit, but you
// can set this to set a maximum size that growth will stop at.
//
// (This option was formerly called BINARYEN_MEM_MAX)
var WASM_MEM_MAX = -1;
// Whether to compile the wasm asynchronously, which is more efficient and does