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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_LE32 = 1; // For le32-unknown-nacl

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 it's 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 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 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 TO_FLOAT32 = 0; // Use Math.toFloat32

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.)

// 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 ASM_HEAP_LOG = 0