diff options
Diffstat (limited to 'src/settings.js')
-rw-r--r-- | src/settings.js | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/src/settings.js b/src/settings.js index d036822f..308afddc 100644 --- a/src/settings.js +++ b/src/settings.js @@ -92,13 +92,9 @@ var PRECISE_I64_MATH = 1; // If enabled, i64 addition etc. is emulated - which i // 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_I32_MUL = 0; // If enabled, i64 math is done in i32 multiplication. This is necessary if the values - // exceed the JS double-integer limit of ~52 bits. This option can normally be disabled - // because generally i32 multiplication works ok without it, and enabling it has a big - // impact on performance. - // Note that you can hand-optimize your code to avoid the need for this: If you do - // multiplications that actually need 64-bit precision inside 64-bit values, things - // will work properly. (Unless the LLVM optimizer turns them into 32-bit values?) +var PRECISE_I32_MUL = 1; // If enabled, i32 multiplication is done with full precision, which means it is + // correct even if the value exceeds the JS double-integer limit of ~52 bits (otherwise, + // rounding will occur above that range). var CLOSURE_ANNOTATIONS = 0; // If set, the generated code will be annotated for the closure // compiler. This potentially lets closure optimize the code better. @@ -132,6 +128,8 @@ var SAFE_HEAP = 0; // Check each write to the heap, for example, this will give // that 3 is the option you usually want here. var SAFE_HEAP_LOG = 0; // Log out all SAFE_HEAP operations +var SAFE_DYNCALLS = 0; // Show stack traces on missing function pointer/virtual method calls + var ASM_HEAP_LOG = 0; // Simple heap logging, like SAFE_HEAP_LOG but cheaper, and in asm.js var CORRUPTION_CHECK = 0; // When enabled, will emit a buffer area at the beginning and @@ -162,7 +160,9 @@ var SOCKET_DEBUG = 0; // Log out socket/network data transfer. var GL_DEBUG = 0; // Print out all calls into WebGL. As with LIBRARY_DEBUG, you can set a runtime // option, in this case GL.debug. +var GL_TESTING = 0; // When enabled, sets preserveDrawingBuffer in the context, to allow tests to work (but adds overhead) 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 DISABLE_EXCEPTION_CATCHING = 0; // Disables generating code to actually catch exceptions. If the code you // are compiling does not actually rely on catching exceptions (but the @@ -324,12 +324,13 @@ var BENCHMARK = 0; // If 1, will just time how long main() takes to execute, and 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 USE_MATH_IMUL = 0; // If 1, use Math.imul when useful var EXPLICIT_ZEXT = 0; // If 1, generate an explicit conversion of zext i1 to i32, using ?: var NECESSARY_BLOCKADDRS = []; // List of (function, block) for all block addresses that are taken. +var EMIT_GENERATED_FUNCTIONS = 0; // whether to emit the list of generated functions, needed for external JS optimization passes + // Compiler debugging options var DEBUG_TAGS_SHOWING = []; // Some useful items: |