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//
// 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.
//
// Tuning
var QUANTUM_SIZE = 4; // 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 TARGET_X86 = 0; // For i386-pc-linux-gnu
var TARGET_ASMJS_UNKNOWN_EMSCRIPTEN = 1; // For asmjs-unknown-emscripten. 1 is normal, 2 is for the fastcomp llvm
// backend using emscripten-customized abi simplification
var CORRECT_SIGNS = 1; // Whether we make sure to convert unsigned values to signed values.
// Decreases performance with additional runtime checks. Might not be
// needed in some kinds of code.
// If equal to 2, done on a line-by-line basis according to
// CORRECT_SIGNS_LINES, correcting only the specified lines.
// If equal to 3, correcting all *but* the specified lines
var CHECK_SIGNS = 0; // Runtime errors for signing issues that need correcting.
// It is recommended to use this in
// order to find if your code needs CORRECT_SIGNS. If you can get your
// code to run without CORRECT_SIGNS, it will run much faster
var ASSERTIONS = 1; // 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 VERBOSE = 0; // When set to 1, will generate more verbose output during compilation.
var INVOKE_RUN = 1; // 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 NO_EXIT_RUNTIME = 0; // If set, the runtime is not quit when main() completes (allowing code to
// run afterwards, for example from the browser main event loop).
var INIT_HEAP = 0; // Whether to initialize memory anywhere other than the stack to 0.
var TOTAL_STACK = 5*1024*1024; // 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_MEMORY = 16777216; // 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 FAST_MEMORY = 2*1024*1024; // The amount of memory to initialize to 0. This ensures it will be
// in a flat array. This only matters in non-typed array builds.
var ALLOW_MEMORY_GROWTH = 0; // 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 though,
// 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). Note that memory growth is only supported with typed
// arrays.
var MAX_SETJMPS = 20; // size of setjmp table allocated in each function invocation (that has setjmp)
// Code embetterments
var MICRO_OPTS = 1; // Various micro-optimizations, like nativizing variables
var RELOOP = 0; // Recreate js native loops from llvm data
var RELOOPER = 'relooper.js'; // Loads the relooper from this path relative to compiler.js
var RELOOPER_BUFFER_SIZE = 20*1024*1024; // The internal relooper buffer size. Increase if you see assertions
// on OutputBuffer.
var USE_TYPED_ARRAYS = 2; // Use typed arrays for the heap. See https://github.com/kripken/emscripten/wiki/Code-Generation-Modes/
// 0 means no typed arrays are used. This mode disallows LLVM optimizations
// 1 has two heaps, IHEAP (int32) and FHEAP (double),
// and addresses there are a match for normal addresses. This mode disallows LLVM optimizations.
// 2 is a single heap, accessible through views as int8, int32, etc. This is
// the recommended mode both for performance and for compatibility.
var USE_FHEAP = 1; // Relevant in USE_TYPED_ARRAYS == 1. If this is disabled, only IHEAP will be used, and FHEAP
// not generated at all. This is useful if your code is 100% ints without floats or doubles
var DOUBLE_MODE = 1; // How to load and store 64-bit doubles. Without typed arrays or in typed array mode 1,
// this doesn't matter - these values are just values like any other. In typed array mode 2,
// 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 UNALIGNED_MEMORY = 0; // If enabled, all memory accesses are assumed to be unaligned. (This only matters in
// typed arrays mode 2 where alignment is relevant.) 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 FORCE_ALIGNED_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 and CHECK_HEAP_ALIGN
// 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 WARN_UNALIGNED = 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 option is fastcomp-only)
var PRECISE_I64_MATH = 1; // 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.
// Note that we do not catch 32-bit multiplication by default (which must be done in
// 64 bits for high values for full precision) - you must manually set PRECISE_I32_MUL
// for that.
// 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_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 PRECISE_F32 = 0; // 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.
// 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 SIMD = 0; // Whether to emit SIMD code ( https://github.com/johnmccutchan/ecmascript_simd )
var CLOSURE_COMPILER = 0; // Whether closure compiling is being run on this output
var CLOSURE_ANNOTATIONS = 0; // If set, the generated code will be annotated for the closure
// compiler. This potentially lets closure optimize the code better.
var SKIP_STACK_IN_SMALL = 1; // 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 INLINE_LIBRARY_FUNCS = 1; // Will inline library functions that have __inline defined
var INLINING_LIMIT = 0; // 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 OUTLINING_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).
var AGGRESSIVE_VARIABLE_ELIMINATION = 0; // Run aggressiveVariableElimination in js-optimizer.js
var SIMPLIFY_IFS = 1; // Whether to simplify ifs in js-optimizer.js
// Generated code debugging options
var SAFE_HEAP = 0; // Check each write to the heap, for example, this will give a clear
// error on what would be segfaults in a native build (like deferencing
// 0). See preamble.js for the actual checks performed.
// If equal to 2, done on a line-by-line basis according to
// SAFE_HEAP_LINES, checking only the specified lines.
// If equal to 3, checking all *but* the specified lines. Note
// that 3 is the option you usually want here.
var SAFE_HEAP_LOG = 0; // Log out all SAFE_HEAP operations
var CHECK_HEAP_ALIGN = 0; // Check heap accesses for alignment, but don't do as
// near extensive (or slow) checks as SAFE_HEAP.
var SAFE_DYNCALLS = 0; // Show stack traces on missing function pointer/virtual method calls
var RESERVED_FUNCTION_POINTERS = 0; // In asm.js mode, we cannot simply add function pointers to
// function tables, so we reserve some slots for them.
var ALIASING_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 FUNCTION_POINTER_ALIGNMENT = 2; // Byte alignment of function pointers - we will fill the
// tables with zeros on aligned values. 1 means all values
// are aligned and all will be used (which is optimal).
// Sadly 1 breaks on &Class::method function pointer calls,
// which llvm assumes have the lower bit zero (see
// test_polymorph and issue #1692).
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
// end of each allocation on the heap, filled with canary
// values that can be checked later. Corruption is checked for
// at the end of each at each free() (see jsifier to add more, and you
// can add more manual checks by calling CorruptionChecker.checkAll).
// 0 means not enabled, higher values mean the size of the
// buffer areas as a multiple of the allocated area (so
// 1 means 100%, or buffer areas equal to allocated area,
// both before and after). This must be an integer.
var LABEL_DEBUG = 0; // 1: Print out functions as we enter them
// 2: Also print out each label as we enter it
var LABEL_FUNCTION_FILTERS = []; // Filters for function label debug.
// The items for this array will be used
// as filters for function names. Only the
// labels of functions that is equaled to
// one of the filters are printed out
// When the array is empty, the filter is disabled.
var EXCEPTION_DEBUG = 0; // Print out exceptions in emscriptened code. Does not work in asm.js mode
var LIBRARY_DEBUG = 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 SOCKET_DEBUG = 0; // Log out socket/network data transfer.
var SOCKET_WEBRTC =
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