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-rw-r--r--src/settings.js27
1 files changed, 20 insertions, 7 deletions
diff --git a/src/settings.js b/src/settings.js
index 3ecac040..03b4ed64 100644
--- a/src/settings.js
+++ b/src/settings.js
@@ -6,6 +6,11 @@
// 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.
+//
// Tuning
var QUANTUM_SIZE = 4; // This is the size of an individual field in a structure. 1 would
@@ -131,6 +136,16 @@ var OUTLINING_LIMIT = 0; // A function size above which we try to automatically
// 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.)
// Generated code debugging options
var SAFE_HEAP = 0; // Check each write to the heap, for example, this will give a clear
@@ -191,9 +206,8 @@ var GL_TESTING = 0; // When enabled, sets preserveDrawingBuffer in the context,
var GL_MAX_TEMP_BUFFER_SIZE = 2097152; // How large GL emulation temp buffers are
var GL_UNSAFE_OPTS = 1; // Enables some potentially-unsafe optimizations in GL emulation code
var FULL_ES2 = 0; // Forces support for all GLES2 features, not just the WebGL-friendly subset.
-var FORCE_GL_EMULATION = 0; // Forces inclusion of full GL emulation code.
-var DISABLE_GL_EMULATION = 0; // Disable inclusion of full GL emulation code. Useful when you don't want emulation
- // but do need INCLUDE_FULL_LIBRARY or MAIN_MODULE.
+var LEGACY_GL_EMULATION = 0; // Includes code to emulate various desktop GL features. Incomplete but useful
+ // in some cases, see https://github.com/kripken/emscripten/wiki/OpenGL-support
var STB_IMAGE = 0; // Enables building of stb-image, a tiny public-domain library for decoding images, allowing
// decoding of images without using the browser's built-in decoders. The benefit is that this
@@ -316,11 +330,12 @@ var SIDE_MODULE = 0; // Corresponds to MAIN_MODULE
var BUILD_AS_SHARED_LIB = 0; // Whether to build the code as a shared library
// 0 here means this is not a shared lib: It is a main file.
- // All shared library options (1 and 2) are currently deprecated XXX
// 1 means this is a normal shared lib, load it with dlopen()
// 2 means this is a shared lib that will be linked at runtime,
// which means it will insert its functions into
// the global namespace. See STATIC_LIBS_TO_LOAD.
+ //
+ // Value 2 is currently deprecated.
var RUNTIME_LINKED_LIBS = []; // If this is a main file (BUILD_AS_SHARED_LIB == 0), then
// we will link these at runtime. They must have been built with
// BUILD_AS_SHARED_LIB == 2.
@@ -380,9 +395,7 @@ var HEADLESS = 0; // If 1, will include shim code that tries to 'fake' a browser
var BENCHMARK = 0; // If 1, will just time how long main() takes to execute, and not
// print out anything at all whatsoever. This is useful for benchmarking.
-var ASM_JS = 0; // If 1, generate code in asm.js format. XXX This is highly experimental,
- // and will not work on most codebases yet. It is NOT recommended that you
- // try this yet.
+var ASM_JS = 0; // If 1, generate code in asm.js format.
var PGO = 0; // Enables profile-guided optimization in the form of runtime checks for
// which functions are actually called. Emits a list during shutdown that you