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2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 | // Settings that control the emscripten compiler. These are available to the
// python code and also as global variables when the JS compiler runs. They
// are set via the command line. For example:
//
// emcc -sOPTION1=VALUE1 -sOPTION2=ITEM1,ITEM2 [..other stuff..]
//
// For convenience and readability ``-sOPTION`` expands to ``-sOPTION=1``
// and ``-sNO_OPTION`` expands to ``-sOPTION=0`` (assuming OPTION is a valid
// option).
//
// See https://github.com/emscripten-core/emscripten/wiki/Code-Generation-Modes/
//
// Note that the values here are the defaults which can be affected either
// directly via ``-s`` flags or indirectly via other options (e.g. -O1,2,3)
//
// 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.
//
// Settings in this file can be directly set from the command line. Internal
// settings that are not part of the user ABI live in the settings_internal.js.
//
// In general it is best to pass the same arguments at both compile and link
// time, as whether wasm object files are used or not affects when codegen
// happens (without wasm object files, codegen is done entirely during
// link; otherwise, it is during compile). Flags affecting codegen must
// be passed when codegen happens, so to let a build easily switch when codegen
// happens (LTO vs normal), pass the flags at both times. The flags are also
// annotated in this file:
//
// [link] - Should be passed at link time. This is the case for all JS flags,
// as we emit JS at link (and that is most of the flags here, and
// hence the default).
// [compile+link] - A flag that has an effect at both compile and link time,
// basically any time emcc is invoked. The same flag should be
// passed at both times in most cases.
//
// If not otherwise specified, a flag is [link]. Note that no flag is only
// relevant during compile time, as during link we may do codegen for system
// libraries and other support code, so all flags are either link or
// compile+link.
//
// Tuning
// Whether we should add runtime assertions. This affects both JS and how
// system libraries are built.
// ASSERTIONS == 2 gives even more runtime checks, that may be very slow. That
// includes internal dlmalloc assertions, for example.
// ASSERTIONS defaults to 0 in optimized builds (-O1 and above).
// [link]
var ASSERTIONS = 1;
// Chooses what kind of stack smash checks to emit to generated code:
// Building with ASSERTIONS=1 causes STACK_OVERFLOW_CHECK default to 1.
// Since ASSERTIONS=1 is the default at -O0, which itself is the default
// optimization level this means that this setting also effectively
// defaults to 1, absent any other settings:
//
// - 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 runs a binaryen pass which adds a check to all
// stack pointer assignments. Has a small performance cost.
//
// [link]
var STACK_OVERFLOW_CHECK = 0;
// When :ref`STACK_OVERFLOW_CHECK` is enabled we also check writes to address
// zero. This can help detect NULL pointer usage. If you want to skip this
// extra check (for example, if you want reads from the address zero to always
// return zero) you can disable this here. This setting has no effect when
// :ref:`STACK_OVERFLOW_CHECK` is disabled.
var CHECK_NULL_WRITES = true;
// When set to 1, will generate more verbose output during compilation.
// [general]
var VERBOSE = false;
// 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).
// [link]
var INVOKE_RUN = true;
// If 0, support for shutting down the runtime is not emitted into the build.
// This means that the program is not quit when main() completes, but execution
// will yield to the event loop of the JS environment, allowing event handlers
// to run afterwards. If 0, C++ global destructors will not be emitted into the
// build either, to save on code size. Calling exit() will throw an unwinding
// exception, but will not shut down the runtime.
//
// Set this to 1 if you do want to retain the ability to shut down the program.
// If 1, then completing main() will by default call exit(), unless a refcount
// keeps the runtime alive. Call emscripten_exit_with_live_runtime() to finish
// main() while keeping the runtime alive. Calling emscripten_force_exit() will
// shut down the runtime, invoking atexit()s, and flushing stdio streams.
// This setting is controlled automatically in :ref:`STANDALONE_WASM` mode:
//
// - For a command (has a main function) this is always 1
// - For a reactor (no main function) this is always 0
//
// For more details, see documentation for emscripten_force_exit() and
// emscripten_exit_with_live_runtime().
// [link]
var EXIT_RUNTIME = false;
// 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.
// [link]
var STACK_SIZE = 64*1024;
// What malloc()/free() to use, out of:
//
// - dlmalloc - a powerful general-purpose malloc
// - emmalloc - a simple and compact malloc designed for emscripten
// - emmalloc-debug - use emmalloc and add extra assertion checks
// - emmalloc-memvalidate - use emmalloc with assertions+heap consistency
// checking.
// - emmalloc-verbose - use emmalloc with assertions + verbose logging.
// - emmalloc-memvalidate-verbose - use emmalloc with assertions + heap
// consistency checking + verbose logging.
// - mimalloc - a powerful multithreaded allocator. This is recommended in
// large applications that have malloc() contention, but it is
// larger and uses more memory.
// - none - no malloc() implementation is provided, but you must implement
// malloc() and free() yourself.
//
// dlmalloc is necessary for 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. dlmalloc is also a good choice if you want
// the extra security checks it does (such as noticing metadata corruption in
// its internal data structures, which emmalloc does not do).
// [link]
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 (INITIAL_MEMORY) must be.
// If you set this to 0, then you get the standard malloc behavior of
// returning NULL (0) when it fails.
//
// Setting ALLOW_MEMORY_GROWTH turns this off, as in that mode we default to
// the behavior of trying to grow and returning 0 from malloc on failure, like
// a standard system would. However, you can still set this flag to override
// that. This is a mostly-backwards-compatible change. Previously this option
// was ignored when growth was on. The current behavior is that growth turns it
// off by default, so for users that never specified the flag nothing changes.
// But if you do specify it, it will have an effect now, which it did not
// previously. If you don't want that, just stop passing it in at link time.
//
// Note that this setting does not affect the behavior of operator new in C++.
// This function will always abort on allocation failure if exceptions are
// disabled.
// If you want new to return 0 on failure, use it with std::nothrow.
//
// [link]
var ABORTING_MALLOC = true;
// The initial amount of heap memory available to the program. This is the
// memory region available for dynamic allocations via `sbrk`, `malloc` and `new`.
//
// Unlike INITIAL_MEMORY, this setting allows the static and dynamic regions of
// your program's memory to independently grow. In most cases we recommend using
// this setting rather than `INITIAL_MEMORY`. However, this setting does not work
// for imported memories (e.g. when dynamic linking is used).
//
// [link]
var INITIAL_HEAP = 16777216;
// The initial 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.
// If ALLOW_MEMORY_GROWTH is set, this initial amount of memory can increase
// later; if not, then it is the final and total amount of memory.
//
// By default, this value is calculated based on INITIAL_HEAP, STACK_SIZE,
// as well the size of static data in input modules.
//
// (This option was formerly called TOTAL_MEMORY.)
// [link]
var INITIAL_MEMORY = -1;
// Set the maximum size of memory in the wasm module (in bytes). This is only
// relevant when ALLOW_MEMORY_GROWTH is set, as without growth, the size of
// INITIAL_MEMORY is the final size of memory anyhow.
//
// Note that the default value here is 2GB, which means that by default if you
// enable memory growth then we can grow up to 2GB but no higher. 2GB is a
// natural limit for several reasons:
//
// * If the maximum heap size is over 2GB, then pointers must be unsigned in
// JavaScript, which increases code size. We don't want memory growth builds
// to be larger unless someone explicitly opts in to >2GB+ heaps.
// * Historically no VM has supported more >2GB+, and only recently (Mar 2020)
// has support started to appear. As support is limited, it's safer for
// people to opt into >2GB+ heaps rather than get a build that may not
// work on all VMs.
//
// To use more than 2GB, set this to something higher, like 4GB.
//
// (This option was formerly called WASM_MEM_MAX and BINARYEN_MEM_MAX.)
// [link]
var MAXIMUM_MEMORY = 2147483648;
// If false, we abort with an error if we try to allocate more memory than
// we can (INITIAL_MEMORY). If true, we will grow the memory arrays at
// runtime, seamlessly and dynamically.
// 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. (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.
// [link]
var ALLOW_MEMORY_GROWTH = false;
// If ALLOW_MEMORY_GROWTH is true, this variable specifies the geometric
// overgrowth rate of the heap at resize. Specify MEMORY_GROWTH_GEOMETRIC_STEP=0
// to disable overgrowing the heap at all, or e.g.
// MEMORY_GROWTH_GEOMETRIC_STEP=1.0 to double the heap (+100%) at every grow step.
// The larger this value is, the more memory the WebAssembly heap overreserves
// to reduce performance hiccups coming from memory resize, and the smaller
// this value is, the more memory is conserved, at the performance of more
// stuttering when the heap grows. (profiled to be on the order of ~20 msecs)
// [link]
var MEMORY_GROWTH_GEOMETRIC_STEP = 0.20;
// Specifies a cap for the maximum geometric overgrowth size, in bytes. Use
// this value to constrain the geometric grow to not exceed a specific rate.
// Pass MEMORY_GROWTH_GEOMETRIC_CAP=0 to disable the cap and allow unbounded
// size increases.
// [link]
var MEMORY_GROWTH_GEOMETRIC_CAP = 96*1024*1024;
// If ALLOW_MEMORY_GROWTH is true and MEMORY_GROWTH_LINEAR_STEP == -1, then
// geometric memory overgrowth is utilized (above variable). Set
// MEMORY_GROWTH_LINEAR_STEP to a multiple of WASM page size (64KB), eg. 16MB to
// replace geometric overgrowth rate with a constant growth step size. When
// MEMORY_GROWTH_LINEAR_STEP is used, the variables MEMORY_GROWTH_GEOMETRIC_STEP
// and MEMORY_GROWTH_GEOMETRIC_CAP are ignored.
// [link]
var MEMORY_GROWTH_LINEAR_STEP = -1;
// The "architecture" to compile for. 0 means the default wasm32, 1 is
// the full end-to-end wasm64 mode, and 2 is wasm64 for clang/lld but lowered to
// wasm32 in Binaryen (such that it can run on wasm32 engines, while internally
// using i64 pointers).
// Assumes WASM_BIGINT.
// [compile+link]
var MEMORY64 = 0;
// Sets the initial size of the table when MAIN_MODULE or SIDE_MODULE is used
// (and not otherwise). Normally Emscripten can determine the size of the table
// at link time, but in SPLIT_MODULE mode, wasm-split often needs to grow the
// table, so the table size baked into the JS for the instrumented build will be
// too small after the module is split. This is a hack to allow users to specify
// a large enough table size that can be consistent across both builds. This
// setting may be removed at any time and should not be used except in
// conjunction with SPLIT_MODULE and dynamic linking.
// [link]
var INITIAL_TABLE = -1;
// If true, allows more functions to be added to the table at runtime. This is
// necessary for dynamic linking, and set automatically in that mode.
// [link]
var ALLOW_TABLE_GROWTH = false;
// Where global data begins; the start of static memory.
// A GLOBAL_BASE of 1024 or above is useful for optimizing load/store offsets,
// as it enables the --low-memory-unused pass
// [link]
var GLOBAL_BASE = 1024;
// Where table slots (function addresses) are allocated.
// This must be at least 1 to reserve the zero slot for the null pointer.
// [link]
var TABLE_BASE = 1;
// Whether closure compiling is being run on this output
// [link]
var USE_CLOSURE_COMPILER = false;
// Deprecated: Use the standard warnings flags instead. e.g. ``-Wclosure``,
// ``-Wno-closure``, ``-Werror=closure``.
// options: 'quiet', 'warn', 'error'. If set to 'warn', Closure warnings are
// printed out to console. If set to 'error', Closure warnings are treated like
// errors, similar to -Werror compiler flag.
// [link]
// [deprecated]
var CLOSURE_WARNINGS = 'quiet';
// Ignore closure warnings and errors (like on duplicate definitions)
// [link]
var IGNORE_CLOSURE_COMPILER_ERRORS = false;
// If set to 1, each wasm module export is individually declared with a
// JavaScript "var" definition. This is the simple and recommended approach.
// However, this does increase code size (especially if you have many such
// exports), which can be avoided in an unsafe way by setting this to 0. In that
// case, no "var" is created for each export, and instead a loop (of small
// constant code size, no matter how many exports you have) writes all the
// exports received into the global scope. Doing so is dangerous since such
// modifications of the global scope can confuse external JS minifier tools, and
// also things can break if the scope the code is in is not the global scope
// (e.g. if you manually enclose them in a function scope).
// [link]
var DECLARE_ASM_MODULE_EXPORTS = true;
// If set to 1, prevents inlining. If 0, we will inline normally in LLVM.
// This does not affect the inlining policy in Binaryen.
// [compile]
var INLINING_LIMIT = false;
// If set to 1, perform an acorn pass that converts each HEAP access into a
// function call that uses DataView to enforce LE byte order for HEAP buffer;
// This makes generated JavaScript run on BE as well as LE machines. (If 0, only
// LE systems are supported). Does not affect generated wasm.
// [experimental]
var SUPPORT_BIG_ENDIAN = false;
// 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 runtime_safe_heap.js for the actual checks performed.
// Set to value 1 to test for safe behavior for both Wasm+Wasm2JS builds.
// Set to value 2 to test for safe behavior for only Wasm builds. (notably,
// Wasm-only builds allow unaligned memory accesses. Note, however, that
// on some architectures unaligned accesses can be very slow, so it is still
// a good idea to verify your code with the more strict mode 1)
// [link]
var SAFE_HEAP = 0;
// Log out all SAFE_HEAP operations
// [link]
var SAFE_HEAP_LOG = false;
// 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. Aside from making calls not fail, this tries to convert values as
// best it can. We use 64 bits (i64) 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 not match (this is true of native too, for that matter -
// this is all undefined behavior). This approach appears good enough to
// support Python (the original motivation for this feature) and Glib (the
// continued motivation).
// [link]
var EMULATE_FUNCTION_POINTER_CASTS = false;
// Print out exceptions in emscriptened code.
// [link]
var EXCEPTION_DEBUG = false;
// Print out when we enter a library call (library*.js). You can also unset
// runtimeDebug 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("runtimeDebug = ...;");
//
// [link]
var LIBRARY_DEBUG = false;
// Print out all musl syscalls, including translating their numeric index
// to the string name, which can be convenient for debugging. (Other system
// calls are not numbered and already have clear names; use :ref:`LIBRARY_DEBUG`
// to get logging for all of them.)
// [link]
var SYSCALL_DEBUG = false;
// Log out socket/network data transfer.
// [link]
var SOCKET_DEBUG = false;
// Log dynamic linker information
// [link]
var DYLINK_DEBUG = 0;
// Register file system callbacks using trackingDelegate in library_fs.js
// [link]
var FS_DEBUG = false;
// 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 be 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.
// [link]
var SOCKET_WEBRTC = false;
// 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.
// [link]
var WEBSOCKET_URL = 'ws://';
// If 1, the POSIX sockets API uses a native bridge process server to proxy
// sockets calls from browser to native world.
// [link]
var PROXY_POSIX_SOCKETS = false;
// A string containing a comma separated list of WebSocket subprotocols
// as would be present in the Sec-WebSocket-Protocol header.
// You can set 'null', if you don't want to specify it.
// [link]
var WEBSOCKET_SUBPROTOCOL = 'binary';
// Print out debugging information from our OpenAL implementation.
// [link]
var OPENAL_DEBUG = false;
// If 1, prints out debugging related to calls from ``emscripten_web_socket_*``
// functions in ``emscripten/websocket.h``.
// If 2, additionally traces bytes communicated via the sockets.
// [link]
var WEBSOCKET_DEBUG = false;
// Adds extra checks for error situations in the GL library. Can impact
// performance.
// [link]
var GL_ASSERTIONS = false;
// If enabled, prints out all API calls to WebGL contexts. (*very* verbose)
// [link]
var TRACE_WEBGL_CALLS = false;
// Enables more verbose debug printing of WebGL related operations. As with
// LIBRARY_DEBUG, this is toggleable at runtime with option GL.debug.
// [link]
var GL_DEBUG = false;
// When enabled, sets preserveDrawingBuffer in the context, to allow tests to
// work (but adds overhead)
// [link]
var GL_TESTING = false;
// How large GL emulation temp buffers are
// [link]
var GL_MAX_TEMP_BUFFER_SIZE = 2097152;
// Enables some potentially-unsafe optimizations in GL emulation code
// [link]
var GL_UNSAFE_OPTS = true;
// Forces support for all GLES2 features, not just the WebGL-friendly subset.
// [link]
var FULL_ES2 = false;
// If true, glGetString() for GL_VERSION and GL_SHADING_LANGUAGE_VERSION will
// return strings OpenGL ES format "Open GL ES ... (WebGL ...)" rather than the
// WebGL format. If false, the direct WebGL format strings are returned. Set
// this to true to make GL contexts appear like an OpenGL ES context in these
// version strings (at the expense of a little bit of added code size), and to
// false to make GL contexts appear like WebGL contexts and to save some bytes
// from the output.
// [link]
var GL_EMULATE_GLES_VERSION_STRING_FORMAT = true;
// If true, all GL extensions are advertised in unprefixed WebGL extension
// format, but also in desktop/mobile GLES/GL extension format with ``GL_``
// prefix.
// [link]
var GL_EXTENSIONS_IN_PREFIXED_FORMAT = true;
// If true, adds support for automatically enabling all GL extensions for
// GLES/GL emulation purposes. This takes up code size. If you set this to 0,
// you will need to manually enable the extensions you need.
// [link]
var GL_SUPPORT_AUTOMATIC_ENABLE_EXTENSIONS = true;
// If true, the function ``emscripten_webgl_enable_extension()`` can be called
// to enable any WebGL extension. If false, to save code size,
// ``emscripten_webgl_enable_extension()`` cannot be called to enable any of
// extensions 'ANGLE_instanced_arrays', 'OES_vertex_array_object',
// 'WEBGL_draw_buffers', 'WEBGL_multi_draw',
// 'WEBGL_draw_instanced_base_vertex_base_instance', or
// 'WEBGL_multi_draw_instanced_base_vertex_base_instance',
// but the dedicated functions ``emscripten_webgl_enable_*()``
// found in html5.h are used to enable each of those extensions.
// This way code size is increased only for the extensions that are actually used.
// N.B. if setting this to 0, GL_SUPPORT_AUTOMATIC_ENABLE_EXTENSIONS must be set
// to zero as well.
// [link]
var GL_SUPPORT_SIMPLE_ENABLE_EXTENSIONS = true;
// If set to 0, Emscripten GLES2->WebGL translation layer does not track the
// kind of GL errors that exist in GLES2 but do not exist in WebGL. Setting
// this to 0 saves code size. (Good to keep at 1 for development)
// [link]
var GL_TRACK_ERRORS = true;
// If true, GL contexts support the explicitSwapControl context creation flag.
// Set to 0 to save a little bit of space on projects that do not need it.
// [link]
var GL_SUPPORT_EXPLICIT_SWAP_CONTROL = false;
// If true, calls to glUniform*fv and glUniformMatrix*fv utilize a pool of
// preallocated temporary buffers for common small sizes to avoid generating
// temporary garbage for WebGL 1. Disable this to optimize generated size of the
// GL library a little bit, at the expense of generating garbage in WebGL 1. If
// you are only using WebGL 2 and do not support WebGL 1, this is not needed and
// you can turn it off.
// [link]
var GL_POOL_TEMP_BUFFERS = true;
// If true, enables support for the EMSCRIPTEN_explicit_uniform_location WebGL
// extension. See docs/EMSCRIPTEN_explicit_uniform_location.txt
var GL_EXPLICIT_UNIFORM_LOCATION = false;
// If true, enables support for the EMSCRIPTEN_uniform_layout_binding WebGL
// extension. See docs/EMSCRIPTEN_explicit_uniform_binding.txt
var GL_EXPLICIT_UNIFORM_BINDING = false;
// Deprecated. Pass -sMAX_WEBGL_VERSION=2 to target WebGL 2.0.
// [link]
var USE_WEBGL2 = false;
// Specifies the lowest WebGL version to target. Pass -sMIN_WEBGL_VERSION=1
// to enable targeting WebGL 1, and -sMIN_WEBGL_VERSION=2 to drop support
// for WebGL 1.0
// [link]
var MIN_WEBGL_VERSION = 1;
// Specifies the highest WebGL version to target. Pass -sMAX_WEBGL_VERSION=2
// to enable targeting WebGL 2. If WebGL 2 is enabled, some APIs (EGL, GLUT, SDL)
// will default to creating a WebGL 2 context if no version is specified.
// Note that there is no automatic fallback to WebGL1 if WebGL2 is not supported
// by the user's device, even if you build with both WebGL1 and WebGL2
// support, as that may not always be what the application wants. If you want
// such a fallback, you can try to create a context with WebGL2, and if that
// fails try to create one with WebGL1.
// [link]
var MAX_WEBGL_VERSION = 1;
// 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 GLSL ES 1.00 shaders, support for unsized internal texture formats, and the
// GL_HALF_FLOAT_OES != GL_HALF_FLOAT mixup.
// [link]
var WEBGL2_BACKWARDS_COMPATIBILITY_EMULATION = false;
// Forces support for all GLES3 features, not just the WebGL2-friendly subset.
// This automatically turns on FULL_ES2 and WebGL2 support.
// [link]
var FULL_ES3 = false;
// 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
// [link]
var LEGACY_GL_EMULATION = false;
// 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.
// [link]
var GL_FFP_ONLY = false;
// 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.
// [link]
var GL_PREINITIALIZED_CONTEXT = false;
// 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.
// [link]
var STB_IMAGE = false;
// From Safari 8 (where WebGL was introduced to Safari) onwards, OES_texture_half_float and OES_texture_half_float_linear extensions
// are broken and do not function correctly, when used as source textures.
// See https://webkit.org/b/183321, https://webkit.org/b/169999,
// https://stackoverflow.com/questions/54248633/cannot-create-half-float-oes-texture-from-uint16array-on-ipad
// [link]
var GL_DISABLE_HALF_FLOAT_EXTENSION_IF_BROKEN = false;
// Workaround Safari WebGL issue: After successfully acquiring WebGL context on a canvas,
// calling .getContext() will always return that context independent of which 'webgl' or 'webgl2'
// context version was passed. See https://webkit.org/b/222758 and
// https://github.com/emscripten-core/emscripten/issues/13295.
// Set this to 0 to force-disable the workaround if you know the issue will not affect you.
// [link]
var GL_WORKAROUND_SAFARI_GETCONTEXT_BUG = true;
// If 1, link with support to glGetProcAddress() functionality.
// In WebGL, glGetProcAddress() causes a substantial code size and performance impact, since WebGL
// does not natively provide such functionality, and it must be emulated. Using glGetProcAddress()
// is not recommended. If you still need to use this, e.g. when porting an existing renderer,
// you can link with -sGL_ENABLE_GET_PROC_ADDRESS to get support for this functionality.
// [link]
var GL_ENABLE_GET_PROC_ADDRESS = true;
// Use JavaScript math functions like Math.tan. This saves code size as we can avoid shipping
// compiled musl code. However, it can be significantly slower as it calls out to JS. It
// also may give different results as JS math is specced somewhat differently than libc, and
// can also vary between browsers.
// [link]
var JS_MATH = false;
// Set this to enable compatibility emulations for old JavaScript engines. This gives you
// the highest possible probability of the code working everywhere, even in rare old
// browsers and shell environments. Specifically:
//
// - Disable WebAssembly. (Must be paired with -sWASM=0)
// - Adjusts MIN_X_VERSION settings to 0 to include support for all browser versions.
// - Avoid TypedArray.fill, if necessary, in zeroMemory utility function.
//
// You can also configure the above options individually.
// [link]
var LEGACY_VM_SUPPORT = false;
// Specify which runtime environments the JS output will be capable of running
// in. For maximum portability this can be configured to support all
// environments or it can be limited to reduce overall code size. The supported
// environments are:
//
// - 'web' - the normal web environment.
// - 'webview' - just like web, but in a webview like Cordova; considered to be
// same as "web" in almost every place
// - 'worker' - a web worker environment.
// - 'worklet' - Audio Worklet environment.
// - 'node' - Node.js.
// - 'shell' - a JS shell like d8, js, or jsc.
//
// This setting can be a comma-separated list of these environments, e.g.,
// "web,worker". If this is the empty string, then all environments are
// supported.
//
// Certain settings will automatically add to this list. For examble, building
// with pthreads will automatically add `worker` and building with
// ``AUDIO_WORKLET`` will automatically add `worklet`.
//
// Note that the set of environments recognized here is not identical to the
// ones we identify at runtime using ``ENVIRONMENT_IS_*``. Specifically:
//
// - We detect whether we are a pthread at runtime, but that's set for workers
// and not for the main file so it wouldn't make sense to specify here.
// - The webview target is basically a subset of web. It must be specified
// alongside web (e.g. "web,webview") and we only use it for code generation
// at compile time, there is no runtime behavior change.
//
// Note that by default we do not include the 'shell' environment since direct
// usage of d8, spidermonkey and jsc is extremely rare.
// [link]
var ENVIRONMENT = ['web', 'webview', 'worker', 'node'];
// 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.
//
// [link]
var LZ4 = false;
// Emscripten (JavaScript-based) exception handling options.
// The three related settings (:ref:`DISABLE_EXCEPTION_CATCHING`,
// :ref:`EXCEPTION_CATCHING_ALLOWED`, and :ref:`DISABLE_EXCEPTION_THROWING`)
// only pertain to JavaScript-based exception handling and do not control the
// native Wasm exception handling option (``-fwasm-exceptions``)
// 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).
//
// .. note::
//
// 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.
//
// This option is mutually exclusive with :ref:`EXCEPTION_CATCHING_ALLOWED`.
//
// This option only applies to Emscripten (JavaScript-based) exception handling
// and does not control the native Wasm exception handling.
//
// [compile+link]
var DISABLE_EXCEPTION_CATCHING = 1;
// Enables catching exception but only in the listed functions. This
// option acts like a more precise version of ``DISABLE_EXCEPTION_CATCHING=0``.
//
// This option is mutually exclusive with :ref:`DISABLE_EXCEPTION_CATCHING`.
//
// This option only applies to Emscripten (JavaScript-based) exception handling
// and does not control the native Wasm exception handling.
//
// [compile+link]
var EXCEPTION_CATCHING_ALLOWED = [];
// Internal: Tracks whether Emscripten should link in exception throwing (C++
// 'throw') support library. This does not need to be set directly, but pass
// -fno-exceptions to the build disable exceptions support. (This is basically
// -fno-exceptions, but checked at final link time instead of individual .cpp
// file compile time) If the program *does* contain throwing code (some source
// files were not compiled with ``-fno-exceptions``), and this flag is set at link
// time, then you will get errors on undefined symbols, as the exception
// throwing code is not linked in. If so you should either unset the option (if
// you do want exceptions) or fix the compilation of the source files so that
// indeed no exceptions are used).
//
// This option only applies to Emscripten (JavaScript-based) exception handling
// and does not control the native Wasm exception handling.
//
// [compile+link]
var DISABLE_EXCEPTION_THROWING = false;
// Make the exception message printing function, 'getExceptionMessage' available
// in the JS library for use, by adding necessary symbols to
// :ref:`EXPORTED_FUNCTIONS`.
//
// This works with both Emscripten EH and Wasm EH. When you catch an exception
// from JS, that gives you a user-thrown value in case of Emscripten EH, and a
// WebAssembly.Exception object in case of Wasm EH. 'getExceptionMessage' takes
// the user-thrown value in case of Emscripten EH and the WebAssembly.Exception
// object in case of Wasm EH, meaning in both cases you can pass a caught
// exception directly to the function.
//
// When used with Wasm EH, this option additionally provides these functions in
// the JS library:
//
// - getCppExceptionTag: Returns the C++ tag
// - getCppExceptionThrownObjectFromWebAssemblyException:
// Given an WebAssembly.Exception object, returns the actual user-thrown C++
// object address in Wasm memory.
//
// Setting this option also adds refcount incrementing and decrementing
// functions ('incrementExceptionRefcount' and 'decrementExceptionRefcount') in
// the JS library because if you catch an exception from JS, you may need to
// manipulate the refcount manually to avoid memory leaks.
//
// See test_EXPORT_EXCEPTION_HANDLING_HELPERS in test/test_core.py for an
// example usage.
// [deprecated]
var EXPORT_EXCEPTION_HANDLING_HELPERS = false;
// When this is enabled, exceptions will contain stack traces and uncaught
// exceptions will display stack traces upon exiting. This defaults to true when
// ASSERTIONS is enabled. This option is for users who want exceptions' stack
// traces but do not want other overheads ASSERTIONS can incur.
// This option implies :ref:`EXPORT_EXCEPTION_HANDLING_HELPERS`.
// [link]
var EXCEPTION_STACK_TRACES = false;
// If true, emit instructions for the legacy Wasm exception handling proposal:
// https://github.com/WebAssembly/exception-handling/blob/main/proposals/exception-handling/legacy/Exceptions.md
// If false, emit instructions for the standardized exception handling proposal:
// https://github.com/WebAssembly/exception-handling/blob/main/proposals/exception-handling/Exceptions.md
// [compile+link]
var WASM_LEGACY_EXCEPTIONS = true;
// Whether to support async operations in the compiled code. This makes it
// possible to call JS functions from synchronous-looking code in C/C++.
//
// - 1 (default): Run binaryen's Asyncify pass to transform the code using
// asyncify. This emits a normal wasm file in the end, so it works everywhere,
// but it has a significant cost in terms of code size and speed.
// See https://emscripten.org/docs/porting/asyncify.html
// - 2 (deprecated): Use ``-sJSPI`` instead.
//
// [link]
var ASYNCIFY = 0;
// Imports which can do an async operation, in addition to the default ones that
// emscripten defines like emscripten_sleep. If you add more you will need to
// mention them to here, or else they will not work (in :ref:`ASSERTIONS` builds
// an error will be shown).
// Note that this list used to contain the default ones, which meant that you
// had to list them when adding your own; the default ones are now added
// automatically.
// [link]
var ASYNCIFY_IMPORTS = [];
// Whether indirect calls can be on the stack during an unwind/rewind.
// If you know they cannot, then setting this can be extremely helpful, as
// otherwise asyncify must assume an indirect call can reach almost everywhere.
// [link]
var ASYNCIFY_IGNORE_INDIRECT = false;
// The size of the asyncify stack - the region used to store unwind/rewind
// info. This must be large enough to store the call stack and locals. If it is
// too small, you will see a wasm trap due to executing an "unreachable"
// instruction. In that case, you should increase this size.
// [link]
var ASYNCIFY_STACK_SIZE = 4096;
// If the Asyncify remove-list is provided, then the functions in it will not
// be instrumented even if it looks like they need to. This can be useful
// if you know things the whole-program analysis doesn't, like if you
// know certain indirect calls are safe and won't unwind. But if you
// get the list wrong things will break (and in a production build user
// input might reach code paths you missed during testing, so it's hard
// to know you got this right), so this is not recommended unless you
// really know what are doing, and need to optimize every bit of speed
// and size.
//
// The names in this list are names from the WebAssembly Names section. The
// wasm backend will emit those names in *human-readable* form instead of
// typical C++ mangling. For example, you should write ``Struct::func()``
// instead of ``_ZN6Struct4FuncEv``. C is also different from C++, as C
// names don't end with parameters; as a result foo(int) in C++ would appear
// as just foo in C (C++ has parameters because it needs to differentiate
// overloaded functions). You will see warnings in the console if a name in the
// list is missing (these are not errors because inlining etc. may cause
// changes which would mean a single list couldn't work for both -O0 and -O1
// builds, etc.). You can inspect the wasm binary to look for the actual names,
// either directly or using wasm-objdump or wasm-dis, etc.
//
// Simple ``*`` wildcard matching is supported.
//
// To avoid dealing with limitations in operating system shells or build system
// escaping, the following substitutions can be made:
//
// - ' ' -> ``.``,
// - ``&`` -> ``#``,
// - ``,`` -> ``?``.
//
// That is, the function `"foo(char const*, int&)"` can be inputted as
// `"foo(char.const*?.int#)"` on the command line instead.
//
// Note: Whitespace is part of the function signature! I.e.
// "foo(char const *, int &)" will not match "foo(char const*, int&)", and
// neither would "foo(const char*, int &)".
//
// [link]
var ASYNCIFY_REMOVE = [];
// Functions in the Asyncify add-list are added to the list of instrumented
// functions, that is, they will be instrumented even if otherwise asyncify
// thinks they don't need to be. As by default everything will be instrumented
// in the safest way possible, this is only useful if you use IGNORE_INDIRECT
// and use this list to fix up some indirect calls that *do* need to be
// instrumented.
//
// See :ref:`ASYNCIFY_REMOVE` about the names, including wildcard matching and
// character substitutions.
// [link]
var ASYNCIFY_ADD = [];
// If enabled, instrumentation status will be propagated from the add-list, ie.
// their callers, and their callers' callers, and so on. If disabled then all
// callers must be manually added to the add-list (like the only-list).
// [link]
var ASYNCIFY_PROPAGATE_ADD = true;
// If the Asyncify only-list is provided, then *only* the functions in the list
// will be instrumented. Like the remove-list, getting this wrong will break
// your application.
//
// See :ref:`ASYNCIFY_REMOVE` about the names, including wildcard matching and
// character substitutions.
// [link]
var ASYNCIFY_ONLY = [];
// If enabled will output which functions have been instrumented and why.
// [link]
var ASYNCIFY_ADVISE = false;
// Runtime debug logging from asyncify internals.
//
// - 1: Minimal logging.
// - 2: Verbose logging.
//
// [link]
var ASYNCIFY_DEBUG = 0;
// Deprecated, use JSPI_EXPORTS instead.
// [deprecated]
var ASYNCIFY_EXPORTS = [];
// Use VM support for the JavaScript Promise Integration proposal. This allows
// async operations to happen without the overhead of modifying the wasm. This
// is experimental at the moment while spec discussion is ongoing, see
// https://github.com/WebAssembly/js-promise-integration/ TODO: document which
// of the following flags are still relevant in this mode (e.g. IGNORE_INDIRECT
// etc. are not needed)
//
// [link]
var JSPI = 0;
// A list of exported module functions that will be asynchronous. Each export
// will return a ``Promise`` that will be resolved with the result. Any exports
// that will call an asynchronous import (listed in ``JSPI_IMPORTS``) must be
// included here.
//
// By default this includes ``main``.
// [link]
var JSPI_EXPORTS = [];
// A list of imported module functions that will potentially do asynchronous
// work. The imported function should return a ``Promise`` when doing
// asynchronous work.
//
// Note when using JS library files, the function can be marked with
// ``<function_name>_async:: true`` in the library instead of this setting.
// [link]
var JSPI_IMPORTS = [];
// Runtime elements that are exported on Module by default. We used to export
// quite a lot here, but have removed them all. You should use
// EXPORTED_RUNTIME_METHODS for things you want to export from the runtime.
// Note that the name may be slightly misleading, as this is for any JS library
// element, and not just methods. For example, we can export the FS object by
// having "FS" in this list.
// [link]
var EXPORTED_RUNTIME_METHODS = [];
// A list of incoming values on the Module object in JS that we care about. If
// a value is not in this list, then we don't emit code to check if you provide
// it on the Module object. For example, if
// you have this::
//
// var Module = {
// print: (x) => console.log('print: ' + x),
// preRun: [() => console.log('pre run')]
// };
//
// Then INCOMING_MODULE_JS_API must contain 'print' and 'preRun'; if it does not
// then we may not emit code to read and use that value. In other words, this
// option lets you set, statically at compile time, the list of which Module
// JS values you will be providing at runtime, so the compiler can better
// optimize.
//
// Setting this list to [], or at least a short and concise set of names you
// actually use, can be very useful for reducing code size. By default, the
// list contains a set of commonly used symbols.
//
// FIXME: should this just be 0 if we want everything?
// [link]
var INCOMING_MODULE_JS_API = [
'ENVIRONMENT', 'GL_MAX_TEXTURE_IMAGE_UNITS', 'SDL_canPlayWithWebAudio',
'SDL_numSimultaneouslyQueuedBuffers', 'INITIAL_MEMORY', 'wasmMemory', 'arguments',
'buffer', 'canvas', 'doNotCaptureKeyboard', 'dynamicLibraries',
'elementPointerLock', 'extraStackTrace', 'forcedAspectRatio',
'instantiateWasm', 'keyboardListeningElement', 'freePreloadedMediaOnUse',
'locateFile', 'mainScriptUrlOrBlob', 'mem',
'monitorRunDependencies', 'noExitRuntime', 'noInitialRun', 'onAbort',
'onExit', 'onFullScreen', 'onRuntimeInitialized', 'postMainLoop', 'postRun',
'preInit', 'preMainLoop', 'preRun',
'preinitializedWebGLContext', 'preloadPlugins',
'print', 'printErr', 'setStatus', 'statusMessage', 'stderr',
'stdin', 'stdout', 'thisProgram', 'wasm', 'wasmBinary', 'websocket'
];
// If set to nonzero, the provided virtual filesystem is treated
// case-insensitive, like Windows and macOS do. If set to 0, the VFS is
// case-sensitive, like on Linux.
// [link]
var CASE_INSENSITIVE_FS = false;
// 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
// [link]
var FILESYSTEM = true;
// 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.
// [link]
var FORCE_FILESYSTEM = false;
// Enables support for the ``NODERAWFS`` filesystem backend. This is a special
// backend as it replaces all normal filesystem access with direct Node.js
// operations, without the need to do ``FS.mount()``, and this backend only
// works with Node.js. 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.
//
// Enabling this setting will also enable :ref:`NODE_HOST_ENV` by default.
// [link]
var NODERAWFS = false;
// When running under Node, expose the underlying OS environment variables.
// This is similar to how ``NODERAWFS`` exposes the underlying FS.
// This setting gets enabled by default when ``NODERAWFS`` is enabled, but can
// also be controlled separately.
var NODE_HOST_ENV = false;
// This saves the compiled wasm module in a file with name
// ``$WASM_BINARY_NAME.$V8_VERSION.cached``
// and loads it on subsequent runs. This caches the compiled wasm code from
// v8 in node, which saves compiling on subsequent runs, making them start up
// much faster.
// The V8 version used in node is included in the cache name so that we don't
// try to load cached code from another version, which fails silently (it seems
// to load ok, but we do actually recompile).
//
// - The only version known to work for sure is node 12.9.1, as this has
// regressed, see
// https://github.com/nodejs/node/issues/18265#issuecomment-622971547
// - The default location of the .cached files is alongside the wasm binary,
// as mentioned earlier. If that is in a read-only directory, you may need
// to place them elsewhere. You can use the locateFile() hook to do so.
//
// [link]
var NODE_CODE_CACHING = false;
// Symbols that are explicitly exported. These symbols are kept alive through
// LLVM dead code elimination, and also made accessible outside of the
// generated code even after running closure compiler (on "Module"). Native
// symbols listed here require an ``_`` prefix.
//
// By default if this setting is not specified on the command line the
// ``_main`` function will be implicitly exported. In :ref:`STANDALONE_WASM`
// mode the default export is ``__start`` (or ``__initialize`` if ``--no-entry``
// is specified).
//
// JS Library symbols can also be added to this list (without the leading `$`).
// [link]
var EXPORTED_FUNCTIONS = [];
// If true, we export all the symbols that are present in JS onto the Module
// object. This does not affect which symbols will be present - it does not
// prevent DCE or cause anything to be included in linking. It only does
// ``Module['X'] = X;``
// for all X that end up in the JS file. This is useful to export the JS
// library functions on Module, for things like dynamic linking.
// [link]
var EXPORT_ALL = false;
// If true, we export the symbols that are present in JS onto the Module
// object.
// It only does ``Module['X'] = X;``
var EXPORT_KEEPALIVE = true;
// Remembers the values of these settings, and makes them accessible
// through getCompilerSetting and emscripten_get_compiler_setting.
// To see what is retained, look for compilerSettings in the generated code.
// [link]
var RETAIN_COMPILER_SETTINGS = false;
// JS library elements (C functions implemented in JS) that we include by
// default. If you want to make sure something is included by the JS compiler,
// add it here. For example, if you do not use some ``emscripten_*`` C API call
// from C, but you want to call it from JS, add it here.
// Note that the name may be slightly misleading, as this is for any JS
// library element, and not just functions. For example, you can include the
// Browser object by adding "$Browser" to this list.
//
// If you want to both include and export a JS library symbol, it is enough to
// simply add it to EXPORTED_FUNCTIONS, without also adding it to
// DEFAULT_LIBRARY_FUNCS_TO_INCLUDE.
// [link]
var DEFAULT_LIBRARY_FUNCS_TO_INCLUDE = [];
// 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.
// [link]
var INCLUDE_FULL_LIBRARY = false;
// A main module is a file compiled in a way that allows us to link it to
// a side module at runtime.
//
// - 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.
//
// [compile+link]
var MAIN_MODULE = 0;
// Corresponds to MAIN_MODULE (also supports modes 1 and 2)
// [compile+link]
var SIDE_MODULE = 0;
// Deprecated, list shared libraries directly on the command line instead.
// [link]
// [deprecated]
var RUNTIME_LINKED_LIBS = [];
// If set to 1, this is a worker library, a special kind of library that is run
// in a worker. See emscripten.h
// [link]
var BUILD_AS_WORKER = false;
// 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.
//
// The pthread that main() runs on is a normal pthread in all ways, with the one
// difference that its stack size is the same as the main thread would normally
// have, that is, STACK_SIZE. This makes it easy to flip between
// PROXY_TO_PTHREAD and non-PROXY_TO_PTHREAD modes with main() always getting
// the same amount of stack.
//
// This proxies Module['canvas'], if present, and if OFFSCREENCANVAS_SUPPORT
// is enabled. This has to happen because this is the only chance - this browser
// main thread does the only pthread_create call that happens on
// that thread, so it's the only chance to transfer the canvas from there.
// [link]
var PROXY_TO_PTHREAD = false;
// 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.
//
// MAIN_MODULE and SIDE_MODULE both imply this, so it not normally necessary
// to set this explicitly. Note that MAIN_MODULE and SIDE_MODULE mode 2 do
// *not* set this, so that we still do normal DCE on them, and in that case
// you must keep relevant things alive yourself using exporting.
// [compile+link]
// [deprecated]
var LINKABLE = false;
// Emscripten 'strict' build mode: Drop supporting any deprecated build options.
// Set the environment variable EMCC_STRICT=1 or pass -sSTRICT to test that a
// codebase builds nicely in forward compatible manner.
// Changes enabled by this:
//
// - STRICT_JS is enabled.
// - IGNORE_MISSING_MAIN is disabled.
// - AUTO_JS_LIBRARIES is disabled.
// - AUTO_NATIVE_LIBRARIES is disabled.
// - DEFAULT_TO_CXX is disabled.
// - ALLOW_UNIMPLEMENTED_SYSCALLS is disabled.
// - INCOMING_MODULE_JS_API is set to empty by default.
// [compile+link]
var STRICT = false;
// Allow program to link with or without ``main`` symbol.
// If this is disabled then one must provide a ``main`` symbol or explicitly
// opt out by passing ``--no-entry`` or an EXPORTED_FUNCTIONS list that doesn't
// include ``_main``.
// [link]
var IGNORE_MISSING_MAIN = true;
// Add ``"use strict;"`` to generated JS
// [link]
var STRICT_JS = false;
// 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.
// [link]
var WARN_ON_UNDEFINED_SYMBOLS = true;
// If set to 1, we will give a link-time error on any undefined symbols (see
// WARN_ON_UNDEFINED_SYMBOLS). 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.
// [link]
var ERROR_ON_UNDEFINED_SYMBOLS = true;
// 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.
// [link]
var SMALL_XHR_CHUNKS = false;
// 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 instead emit
// the code wrapped in an async function. This function returns a promise that
// resolves to a module instance once it is safe to run the compiled code
// (similar to the ``onRuntimeInitialized`` callback).
//
// The default name of the function is ``Module``, but can be changed using the
// ``EXPORT_NAME`` option. We recommend renaming it to a more typical name for a
// factory function, e.g. ``createModule``.
//
// You use the factory function like so::
//
// const module = await EXPORT_NAME();
//
// or::
//
// let module;
// EXPORT_NAME().then(instance => {
// module = instance;
// });
//
//
// The factory function accepts 1 parameter, an object with default values for
// the module instance::
//
// const module = await EXPORT_NAME({ option: value, ... });
//
// Note the parentheses - we are calling EXPORT_NAME in order to instantiate
// the module. This allows you to create multiple instances of the module.
//
// Note that in MODULARIZE mode we do *not* look for a global ``Module`` object
// for default values. Default values must be passed as a parameter to the
// factory function.
//
// The default .html shell file provided in MINIMAL_RUNTIME mode will create
// a singleton instance automatically, to run the application on the page.
// (Note that it does so without using the Promise API mentioned earlier, and
// so code for the Promise is not even emitted in the .js file if you tell
// emcc to emit an .html output.)
// The default .html shell file provided by traditional runtime mode is only
// compatible with MODULARIZE=0 mode, so when building with traditional
// runtime, you should provided your own html shell file to perform the
// instantiation when building with MODULARIZE=1. (For more details, see
// https://github.com/emscripten-core/emscripten/issues/7950)
//
// If you add --pre-js or --post-js files, they will be included inside
// the factory function with the rest of the emitted code in order to be
// optimized together with it.
//
// If you want to include code outside all of the generated code, including the
// factory function, you can use --extern-pre-js or --extern-post-js. While
// --pre-js and --post-js happen to do that in non-MODULARIZE mode, their
// intended usage is to add code that is optimized with the rest of the emitted
// code, allowing better dead code elimination and minification.
//
// Experimental Feature - Instance ES Modules:
//
// Note this feature is still under active development and is subject to change!
//
// To enable this feature use -sMODULARIZE=instance. Enabling this mode will
// produce an ES module that is a singleton with ES module exports. The
// module will export a default value that is an async init function and will
// also export named values that correspond to the Wasm exports and runtime
// exports. The init function must be called before any of the exports can be
// used. An example of using the module is below.
//
// import init, { foo, bar } from "./my_module.mjs"
// await init(optionalArguments);
// foo();
// bar();
//
// [link]
var MODULARIZE = false;
// Export using an ES6 Module export rather than a UMD export. MODULARIZE must
// be enabled for ES6 exports and is implicitly enabled if not already set.
//
// This is implicitly enabled if the output suffix is set to 'mjs'.
//
// [link]
var EXPORT_ES6 = false;
// Global variable to export the module as for environments without a
// standardized module loading system (e.g. the browser and SM shell).
// [link]
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/docs/Web/HTTP/Headers/Content-Security-Policy/script-src
// in particular the 'unsafe-eval' and 'wasm-unsafe-eval' policies.
//
// When this flag is set, the following features (linker flags) are unavailable:
//
// - RELOCATABLE: the function loadDynamicLibrary would need to eval().
//
// and some features may fall back to slower code paths when they need to:
// Embind: uses eval() to jit functions for speed.
//
// 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 -sDYNAMIC_EXECUTION=2 is set, attempts to call to eval() are demoted to
// warnings instead of throwing an exception.
// [link]
var DYNAMIC_EXECUTION = 1;
// whether we are in the generate struct_info bootstrap phase
// [link]
var BOOTSTRAPPING_STRUCT_INFO = false;
// Add some calls to emscripten tracing APIs
// [compile+link]
var EMSCRIPTEN_TRACING = false;
// 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.
// [link]
var USE_GLFW = 0;
// Whether to use compile code to WebAssembly. Set this to 0 to compile to JS
// instead of wasm.
//
// Specify -sWASM=2 to target both WebAssembly and JavaScript at the same time.
// In that build mode, two files a.wasm and a.wasm.js are produced, and at runtime
// the WebAssembly file is loaded if browser/shell supports it. Otherwise the
// .wasm.js fallback will be used.
//
// If WASM=2 is enabled and the browser fails to compile the WebAssembly module,
// the page will be reloaded in Wasm2JS mode.
// [link]
var WASM = 1;
// Indicates that we want to emit a wasm file that can run without JavaScript.
// The file will use standard APIs such as wasi as much as possible to achieve
// that.
//
// This option does not guarantee that the wasm can be used by itself - if you
// use APIs with no non-JS alternative, we will still use those (e.g., OpenGL
// at the time of writing this). This gives you the option to see which APIs
// are missing, and if you are compiling for a custom wasi embedding, to add
// those to your embedding.
//
// We may still emit JS with this flag, but the JS should only be a convenient
// way to run the wasm on the Web or in Node.js, and you can run the wasm by
// itself without that JS (again, unless you use APIs for which there is no
// non-JS alternative) in a wasm runtime like wasmer or wasmtime.
//
// Note that even without this option we try to use wasi etc. syscalls as much
// as possible. What this option changes is that we do so even when it means
// a tradeoff with JS size. For example, when this option is set we do not
// import the Memory - importing it is useful for JS, so that JS can start to
// use it before the wasm is even loaded, but in wasi and other wasm-only
// environments the expectation is to create the memory in the wasm itself.
// Doing so prevents some possible JS optimizations, so we only do it behind
// this flag.
//
// When this flag is set we do not legalize the JS interface, since the wasm is
// meant to run in a wasm VM, which can handle i64s directly. If we legalized it
// the wasm VM would not recognize the API. However, this means that the
// optional JS emitted won't run if you use a JS API with an i64. You can use
// the WASM_BIGINT option to avoid that problem by using BigInts for i64s which
// means we don't need to legalize for JS (but this requires a new enough JS
// VM).
//
// Standalone builds require a ``main`` entry point by default. If you want to
// build a library (also known as a reactor) instead you can pass ``--no-entry``.
// [link]
var STANDALONE_WASM = false;
// Whether to ignore implicit traps when optimizing in binaryen. Implicit
// traps are the traps that happen in a load that is out of bounds, or
// div/rem of 0, etc. With this option set, the optimizer assumes that loads
// cannot trap, and therefore that they have no side effects at all. This
// is *not* safe in general, as you may have a load behind a condition which
// ensures it it is safe; but if the load is assumed to not have side effects it
// could be executed unconditionally. For that reason this option is generally
// not useful on large and complex projects, but in a small and simple enough
// codebase it may help reduce code size a little bit.
// [link]
var BINARYEN_IGNORE_IMPLICIT_TRAPS = false;
// A comma-separated list of extra passes to run in the binaryen optimizer.
// Setting this does not override/replace the default passes. It is appended at
// the end of the list of passes.
// [link]
var BINARYEN_EXTRA_PASSES = "";
// Whether to compile the wasm asynchronously, which is more efficient and does
// not block the main thread. This is currently required for all but the
// smallest modules to run in chrome.
//
// (This option was formerly called BINARYEN_ASYNC_COMPILATION)
// [link]
var WASM_ASYNC_COMPILATION = true;
// If set to 1, the dynCall() and dynCall_sig() API is made available
// to caller.
// [link]
var DYNCALLS = false;
// WebAssembly integration with JavaScript BigInt. When enabled we don't need to
// legalize i64s into pairs of i32s, as the wasm VM will use a BigInt where an
// i64 is used.
// [link]
var WASM_BIGINT = true;
// WebAssembly defines a "producers section" which compilers and tools can
// annotate themselves in, and LLVM emits this by default.
// Emscripten will strip that out so that it is *not* emitted because it
// increases code size, and also some users may not want information
// about their tools to be included in their builds for privacy or security
// reasons, see
// https://github.com/WebAssembly/tool-conventions/issues/93.
// [link]
var EMIT_PRODUCERS_SECTION = false;
// Emits emscripten license info in the JS output.
// [link]
var EMIT_EMSCRIPTEN_LICENSE = false;
// Whether to legalize the JS FFI interfaces (imports/exports) by wrapping them
// to automatically demote i64 to i32 and promote f32 to f64. This is necessary
// in order to interface with JavaScript. For non-web/non-JS embeddings,
// setting this to 0 may be desirable.
// [link]
// [deprecated]
var LEGALIZE_JS_FFI = true;
// Ports
// Specify the SDL version that is being linked against.
// 1, the default, is 1.3, which is implemented in JS
// 2 is a port of the SDL C code on emscripten-ports
// When AUTO_JS_LIBRARIES is set to 0 this defaults to 0 and SDL
// is not linked in.
// Alternate syntax for using the port: --use-port=sdl2
// [compile+link]
var USE_SDL = 0;
// Specify the SDL_gfx version that is being linked against. Must match USE_SDL
// [compile+link]
var USE_SDL_GFX = 0;
// Specify the SDL_image version that is being linked against. Must match USE_SDL
// [compile+link]
var USE_SDL_IMAGE = 1;
// Specify the SDL_ttf version that is being linked against. Must match USE_SDL
// [compile+link]
var USE_SDL_TTF = 1;
// Specify the SDL_net version that is being linked against. Must match USE_SDL
// [compile+link]
var USE_SDL_NET = 1;
// 1 = use icu from emscripten-ports
// Alternate syntax: --use-port=icu
// [compile+link]
var USE_ICU = false;
// 1 = use zlib from emscripten-ports
// Alternate syntax: --use-port=zlib
// [compile+link]
var USE_ZLIB = false;
// 1 = use bzip2 from emscripten-ports
// Alternate syntax: --use-port=bzip2
// [compile+link]
var USE_BZIP2 = false;
// 1 = use giflib from emscripten-ports
// Alternate syntax: --use-port=giflib
// [compile+link]
var USE_GIFLIB = false;
// 1 = use libjpeg from emscripten-ports
// Alternate syntax: --use-port=libjpeg
// [compile+link]
var USE_LIBJPEG = false;
// 1 = use libpng from emscripten-ports
// Alternate syntax: --use-port=libpng
// [compile+link]
var USE_LIBPNG = false;
// 1 = use Regal from emscripten-ports
// Alternate syntax: --use-port=regal
// [compile+link]
var USE_REGAL = false;
// 1 = use Boost headers from emscripten-ports
// Alternate syntax: --use-port=boost_headers
// [compile+link]
var USE_BOOST_HEADERS = false;
// 1 = use bullet from emscripten-ports
// Alternate syntax: --use-port=bullet
// [compile+link]
var USE_BULLET = false;
// 1 = use vorbis from emscripten-ports
// Alternate syntax: --use-port=vorbis
// [compile+link]
var USE_VORBIS = false;
// 1 = use ogg from emscripten-ports
// Alternate syntax: --use-port=ogg
// [compile+link]
var USE_OGG = false;
// 1 = use mpg123 from emscripten-ports
// Alternate syntax: --use-port=mpg123
// [compile+link]
var USE_MPG123 = false;
// 1 = use freetype from emscripten-ports
// Alternate syntax: --use-port=freetype
// [compile+link]
var USE_FREETYPE = false;
// Specify the SDL_mixer version that is being linked against.
// Doesn't *have* to match USE_SDL, but a good idea.
// [compile+link]
var USE_SDL_MIXER = 1;
// 1 = use harfbuzz from harfbuzz upstream
// Alternate syntax: --use-port=harfbuzz
// [compile+link]
var USE_HARFBUZZ = false;
// 3 = use cocos2d v3 from emscripten-ports
// Alternate syntax: --use-port=cocos2d
// [compile+link]
var USE_COCOS2D = 0;
// 1 = use libmodplug from emscripten-ports
// Alternate syntax: --use-port=libmodplug
// [compile+link]
var USE_MODPLUG = false;
// Formats to support in SDL2_image. Valid values: bmp, gif, lbm, pcx, png, pnm,
// tga, xcf, xpm, xv
// [compile+link]
var SDL2_IMAGE_FORMATS = [];
// Formats to support in SDL2_mixer. Valid values: ogg, mp3, mod, mid
// [compile+link]
var SDL2_MIXER_FORMATS = ["ogg"];
// 1 = use sqlite3 from emscripten-ports
// Alternate syntax: --use-port=sqlite3
// [compile+link]
var USE_SQLITE3 = false;
// If 1, target compiling a shared Wasm Memory.
// [compile+link]
var SHARED_MEMORY = false;
// Enables support for Wasm Workers. Wasm Workers enable applications
// to create threads using a lightweight web-specific API that builds on top
// of Wasm SharedArrayBuffer + Atomics API.
// [compile+link]
var WASM_WORKERS = 0;
// If true, enables targeting Wasm Web Audio AudioWorklets. Check out the
// full documentation in site/source/docs/api_reference/wasm_audio_worklets.rst
//
// Note: The setting will implicitly add ``worklet`` to the :ref:`ENVIRONMENT`,
// (i.e. the resulting code and run in a worklet environment) but additionaly
// depends on ``WASM_WORKERS`` and Wasm SharedArrayBuffer to run new Audio
// Worklets.
// [link]
var AUDIO_WORKLET = 0;
// If true, enables utilizing k- and a-rate AudioParams based properties in
// Wasm Audio Worklet code. If false, AudioParams are not used. Set to false
// for a tiny improvement to code size and AudioWorklet CPU performance when
// audio synthesis is synchronized using custom WebAssembly Memory-based means.
// [link]
var AUDIO_WORKLET_SUPPORT_AUDIO_PARAMS = true;
// If true, enables deep debugging of Web Audio backend.
// [link]
var WEBAUDIO_DEBUG = 0;
// In web browsers, Workers cannot be created while the main browser thread
// is executing JS/Wasm code, but the main thread must regularly yield back
// to the browser event loop for Worker initialization to occur.
// This means that pthread_create() is essentially an asynchronous operation
// when called from the main browser thread, and the main thread must
// repeatedly yield back to the JS event loop in order for the thread to
// actually start.
// If your application needs to be able to synchronously create new threads,
// you can pre-create a pthread pool by specifying -sPTHREAD_POOL_SIZE=x,
// in which case the specified number of Workers will be preloaded into a pool
// before the application starts, and that many threads can then be available
// for synchronous creation.
// Note that this setting is a string, and will be emitted in the JS code
// (directly, with no extra quotes) so that if you set it to '5' then 5 workers
// will be used in the pool, and so forth. The benefit of this being a string
// is that you can set it to something like
// 'navigator.hardwareConcurrency' (which will use the number of cores the
// browser reports, and is how you can get exactly enough workers for a
// threadpool equal to the number of cores).
// [link] - affects generated JS runtime code at link time
var PTHREAD_POOL_SIZE = 0;
// Normally, applications can create new threads even when the pool is empty.
// When application breaks out to the JS event loop before trying to block on
// the thread via ``pthread_join`` or any other blocking primitive,
// an extra Worker will be created and the thread callback will be executed.
// However, breaking out to the event loop requires custom modifications to
// the code to adapt it to the Web, and not something that works for
// off-the-shelf apps. Those apps without any modifications are most likely
// to deadlock. This setting ensures that, instead of a risking a deadlock,
// they get a runtime EAGAIN error instead that can at least be gracefully
// handled from the C / C++ side.
// Values:
//
// - ``0`` - disable warnings on thread pool exhaustion
// - ``1`` - enable warnings on thread pool exhaustion (default)
// - ``2`` - make thread pool exhaustion a hard error
//
// [link]
var PTHREAD_POOL_SIZE_STRICT = 1;
// If your application does not need the ability to synchronously create
// threads, but it would still like to opportunistically speed up initial thread
// startup time by prewarming a pool of Workers, you can specify the size of
// the pool with -sPTHREAD_POOL_SIZE=x, but then also specify
// -sPTHREAD_POOL_DELAY_LOAD, which will cause the runtime to not wait up at
// startup for the Worker pool to finish loading. Instead, the runtime will
// immediately start up and the Worker pool will asynchronously spin up in
// parallel on the background. This can shorten the time that pthread_create()
// calls take to actually start a thread, but without actually slowing down
// main application startup speed. If PTHREAD_POOL_DELAY_LOAD=0 (default),
// then the runtime will wait for the pool to start up before running main().
// If you do need to synchronously wait on the created threads
// (e.g. via pthread_join), you must wait on the Module.pthreadPoolReady
// promise before doing so or you're very likely to run into deadlocks.
// [link] - affects generated JS runtime code at link time
var PTHREAD_POOL_DELAY_LOAD = false;
// Default stack size to use for newly created pthreads. When not set, this
// defaults to STACK_SIZE (which in turn defaults to 64k). Can also be set at
// runtime using pthread_attr_setstacksize(). Note that the wasm control flow
// stack is separate from this stack. This stack only contains certain function
// local variables, such as those that have their addresses taken, or ones that
// are too large to fit as local vars in wasm code.
// [link]
var DEFAULT_PTHREAD_STACK_SIZE = 0;
// True when building with --threadprofiler
// [link]
var PTHREADS_PROFILING = false;
// It is dangerous to call pthread_join or pthread_cond_wait
// on the main thread, as doing so can cause deadlocks on the Web (and also
// it works using a busy-wait which is expensive). See
// https://emscripten.org/docs/porting/pthreads.html#blocking-on-the-main-browser-thread
// This may become set to 0 by default in the future; for now, this just
// warns in the console.
// [link]
var ALLOW_BLOCKING_ON_MAIN_THREAD = true;
// If true, add in debug traces for diagnosing pthreads related issues.
// [link]
var PTHREADS_DEBUG = false;
// This tries to evaluate code at compile time. The main use case is to eval
// global ctor functions, which are those that run before main(), but main()
// itself or parts of it can also be evalled. Evaluating code this way can avoid
// work at runtime, as it applies the results of the execution to memory and
// globals and so forth, "snapshotting" the wasm and then just running it from
// there when it is loaded.
//
// This will stop when it sees something it cannot eval at compile time, like a
// call to an import. When running with this option you will see logging that
// indicates what is evalled and where it stops.
//
// This optimization can either reduce or increase code size. If a small amount
// of code generates many changes in memory, for example, then overall size may
// increase.
//
// LLVM's GlobalOpt *almost* does this operation. It does in simple cases, where
// LLVM IR is not too complex for its logic to evaluate, but it isn't powerful
// enough for e.g. libc++ iostream ctors. It is just hard to do at the LLVM IR
// level - LLVM IR is complex and getting more complex, so this would require
// GlobalOpt to have a full interpreter, plus a way to write back into LLVM IR
// global objects. At the wasm level, however, everything has been lowered
// into a simple low level, and we also just need to write bytes into an array,
// so this is easy for us to do. A further issue for LLVM is that it doesn't
// know that we will not link in further code, so it only tries to optimize
// ctors with lowest priority (while we do know explicitly if dynamic linking is
// enabled or not).
//
// If set to a value of 2, this also makes some "unsafe" assumptions,
// specifically that there is no input received while evalling ctors. That means
// we ignore args to main() as well as assume no environment vars are readable.
// This allows more programs to be optimized, but you need to make sure your
// program does not depend on those features - even just checking the value of
// argc can lead to problems.
//
// [link]
var EVAL_CTORS = 0;
// The default value or 1 means the generated code will use TextDecoder if
// available and fall back to custom decoder code when not available.
// If set to 2, we assume TextDecoder is present and usable, and do not emit
// any JS code to fall back if it is missing. Setting this zero to avoid even
// conditional usage of TextDecoder is no longer supported.
// Note: In -Oz builds, the default value of TEXTDECODER is set to 2, to save on
// code size (except when AUDIO_WORKLET is specified, or when `shell` is part
// of ENVIRONMENT since TextDecoder is not available in those environments).
// [link]
var TEXTDECODER = 1;
// Embind specific: If enabled, assume UTF-8 encoded data in std::string binding.
// Disable this to support binary data transfer.
// [link]
var EMBIND_STD_STRING_IS_UTF8 = true;
// Embind specific: If enabled, generate Embind's JavaScript invoker functions
// at compile time and include them in the JS output file. When used with
// DYNAMIC_EXECUTION=0 this allows exported bindings to be just as fast as
// DYNAMIC_EXECUTION=1 mode, but without the need for eval(). If there are many
// bindings the JS output size may be larger though.
var EMBIND_AOT = false;
// If set to 1, enables support for transferring canvases to pthreads and
// creating WebGL contexts in them, as well as explicit swap control for GL
// contexts. This needs browser support for the OffscreenCanvas specification.
// [link]
var OFFSCREENCANVAS_SUPPORT = false;
// If you are using PROXY_TO_PTHREAD with OFFSCREENCANVAS_SUPPORT, then specify
// here a comma separated list of CSS ID selectors to canvases to proxy over
// to the pthread at program startup, e.g. '#canvas1, #canvas2'.
// [link]
var OFFSCREENCANVASES_TO_PTHREAD = "#canvas";
// If set to 1, enables support for WebGL contexts to render to an offscreen
// render target, to avoid the implicit swap behavior of WebGL where exiting any
// event callback would automatically perform a "flip" to present rendered
// content on screen. When an Emscripten GL context has Offscreen Framebuffer
// enabled, a single frame can be composited from multiple event callbacks, and
// the swap function emscripten_webgl_commit_frame() is then explicitly called
// to present the rendered content on screen.
//
// The OffscreenCanvas feature also enables explicit GL frame swapping support,
// and also, -sOFFSCREEN_FRAMEBUFFER feature can be used to polyfill support
// for accessing WebGL in multiple threads in the absence of OffscreenCanvas
// support in browser, at the cost of some performance and latency.
// OffscreenCanvas and Offscreen Framebuffer support can be enabled at the same
// time, and allows one to utilize OffscreenCanvas where available, and to fall
// back to Offscreen Framebuffer otherwise.
// [link]
var OFFSCREEN_FRAMEBUFFER = false;
// If nonzero, Fetch API supports backing to IndexedDB. If 0, IndexedDB is not
// utilized. Set to 0 if IndexedDB support is not interesting for target
// application, to save a few kBytes.
// [link]
var FETCH_SUPPORT_INDEXEDDB = true;
// If nonzero, prints out debugging information in library_fetch.js
// [link]
var FETCH_DEBUG = false;
// If nonzero, enables emscripten_fetch API.
// [link]
var FETCH = false;
// Enables streaming fetched data when the fetch attribute
// EMSCRIPTEN_FETCH_STREAM_DATA is used. For streaming requests, the DOM Fetch
// API is used otherwise XMLHttpRequest is used.
// Both modes generally support the same API, but there are some key
// differences:
//
// - XHR supports synchronous requests
// - XHR supports overriding mime types
// - Fetch supports streaming data using the 'onprogress' callback
//
// If set to a value of 2, only the DOM Fetch backend will be used. This should
// only be used in testing.
// [link]
var FETCH_STREAMING = 0;
// ATTENTION [WIP]: Experimental feature. Please use at your own risk.
// This will eventually replace the current JS file system implementation.
// If set to 1, uses new filesystem implementation.
// [link]
// [experimental]
var WASMFS = false;
// If set to 1, embeds all subresources in the emitted file as base64 string
// literals. Embedded subresources may include (but aren't limited to) wasm,
// asm.js, and static memory initialization code.
//
// When using code that depends on this option, your Content Security Policy may
// need to be updated. Specifically, embedding asm.js requires the script-src
// directive to allow 'unsafe-inline', and using a Worker requires the
// child-src directive to allow blob:. If you aren't using Content Security
// Policy, or your CSP header doesn't include either script-src or child-src,
// then you can safely ignore this warning.
//
// Note that SINGLE_FILE with binary encoding requires the HTML/JS files to be
// served with UTF-8 encoding. See the details on SINGLE_FILE_BINARY_ENCODE.
// [link]
var SINGLE_FILE = false;
// If true, binary Wasm content is encoded using a custom UTF-8 embedding
// instead of base64. This generates a smaller binary that compresses well.
// Set this to false to revert back to earlier base64 encoding if you run into
// issues with the binary encoding. (and please let us know of any such issues)
// If no issues arise, this option will permanently become the default in the
// future.
//
// NOTE: Binary encoding requires that the HTML/JS files are served with UTF-8
// encoding, and will not work with the default legacy Windows-1252 encoding
// that browsers might use on Windows. To enable UTF-8 encoding in a
// hand-crafted index.html file, apply any of:
// 1. Add `<meta charset="utf-8">` inside the <head> section of HTML, or
// 2. Add `<meta http-equiv="content-type" content="text/html; charset=UTF-8" />`` inside <head>, or
// 3. Add `<meta http-equiv="content-type" content="application/json; charset=utf-8" />` inside <head>
// (if using -o foo.js with SINGLE_FILE mode to build HTML+JS), or
// 4. pass the header `Content-Type: text/html; charset=utf-8` and/or header
// `Content-Type: application/javascript; charset=utf-8` when serving the
// relevant files that contain binary encoded content.
// If none of these are possible, disable binary encoding with
// -sSINGLE_FILE_BINARY_ENCODE=0 to fall back to base64 encoding.
// [link]
var SINGLE_FILE_BINARY_ENCODE = true;
// If set to 1, all JS libraries will be automatically available at link time.
// This gets set to 0 in STRICT mode (or with MINIMAL_RUNTIME) which mean you
// need to explicitly specify -lfoo.js in at link time in order to access
// library function in library_foo.js.
// [link]
var AUTO_JS_LIBRARIES = true;
// Like AUTO_JS_LIBRARIES but for the native libraries such as libgl, libal
// and libhtml5. If this is disabled it is necessary to explicitly add
// e.g. -lhtml5 and also to first build the library using ``embuilder``.
// [link]
var AUTO_NATIVE_LIBRARIES = true;
// Specifies the oldest major version of Firefox to target. I.e. all Firefox
// versions >= MIN_FIREFOX_VERSION
// are desired to work. Pass -sMIN_FIREFOX_VERSION=majorVersion to drop support
// for Firefox versions older than majorVersion.
// Firefox 79 was released on 2020-07-28.
// MAX_INT (0x7FFFFFFF, or -1) specifies that target is not supported.
// Minimum supported value is 68 which was released on 2019-07-09 (see
// feature_matrix.py)
// [link]
var MIN_FIREFOX_VERSION = 79;
// Specifies the oldest version of desktop Safari to target. Version is encoded
// in MMmmVV, e.g. 70101 denotes Safari 7.1.1.
// Safari 14.1.0 was released on April 26, 2021, bundled with macOS 11.0 Big
// Sur and iOS 14.5.
// The previous default, Safari 12.0.0 was released on September 17, 2018,
// bundled with macOS 10.14.0 Mojave.
// NOTE: Emscripten is unable to produce code that would work in iOS 9.3.5 and
// older, i.e. iPhone 4s, iPad 2, iPad 3, iPad Mini 1, Pod Touch 5 and older,
// see https://github.com/emscripten-core/emscripten/pull/7191.
// Multithreaded Emscripten code will need Safari 12.2 (iPhone 5s+) at minimum,
// with support for DedicatedWorkerGlobalScope.name parameter.
// MAX_INT (0x7FFFFFFF, or -1) specifies that target is not supported.
// Minimum supported value is 120200 which was released on 2019-03-25 (see
// feature_matrix.py).
// [link]
var MIN_SAFARI_VERSION = 150000;
// Specifies the oldest version of Chrome. E.g. pass -sMIN_CHROME_VERSION=78 to
// drop support for Chrome 77 and older.
// This setting also applies to modern Chromium-based Edge, which shares version
// numbers with Chrome.
// Chrome 85 was released on 2020-08-25.
// MAX_INT (0x7FFFFFFF, or -1) specifies that target is not supported.
// Minimum supported value is 74, which was released on 2019-04-23 (see
// feature_matrix.py).
// [link]
var MIN_CHROME_VERSION = 85;
// Specifies minimum node version to target for the generated code. This is
// distinct from the minimum version required to run the emscripten compiler.
// Version is encoded in MMmmVV, e.g. 181401 denotes Node 18.14.01.
// Minimum supported value is 180300, which was released 2022-05-18 (see
// feature_matrix.py). This version aligns with the version available in
// debian/stable (bookworm).
var MIN_NODE_VERSION = 180300;
// If true, uses minimal sized runtime without POSIX features, Module,
// preRun/preInit/etc., Emscripten built-in XHR loading or library_browser.js.
// Enable this setting to target the smallest code size possible. Set
// MINIMAL_RUNTIME=2 to further enable even more code size optimizations. These
// opts are quite hacky, and work around limitations in Closure and other parts
// of the build system, so they may not work in all generated programs (But can
// be useful for really small programs).
//
// By default, no symbols will be exported on the ``Module`` object. In order
// to export kept alive symbols, please use ``-sEXPORT_KEEPALIVE=1``.
// [link]
var MINIMAL_RUNTIME = 0;
// If set to 1, MINIMAL_RUNTIME will utilize streaming WebAssembly compilation,
// where WebAssembly module is compiled already while it is being downloaded.
// In order for this to work, the web server MUST properly serve the .wasm file
// with a HTTP response header "Content-Type: application/wasm". If this HTTP
// header is not present, e.g. Firefox 73 will fail with an error message
// ``TypeError: Response has unsupported MIME type``
// and Chrome 78 will fail with an error message
// `Uncaught (in promise) TypeError: Failed to execute 'compile' on
// 'WebAssembly': Incorrect response MIME type. Expected 'application/wasm'`.
// If set to 0 (default), streaming WebAssembly compilation is disabled, which
// means that the WebAssembly Module will first be downloaded fully, and only
// then compilation starts.
// For large .wasm modules and production environments, this should be set to 1
// for faster startup speeds. However this setting is disabled by default
// since it requires server side configuration and for really small pages there
// is no observable difference (also has a ~100 byte impact to code size)
// This setting is only compatible with html output.
// [link]
var MINIMAL_RUNTIME_STREAMING_WASM_COMPILATION = false;
// If set to 1, MINIMAL_RUNTIME will utilize streaming WebAssembly instantiation,
// where WebAssembly module is compiled+instantiated already while it is being
// downloaded. Same restrictions/requirements apply as with
// MINIMAL_RUNTIME_STREAMING_WASM_COMPILATION.
// MINIMAL_RUNTIME_STREAMING_WASM_COMPILATION and
// MINIMAL_RUNTIME_STREAMING_WASM_INSTANTIATION cannot be simultaneously active.
// Which one of these two is faster depends on the size of the wasm module,
// the size of the JS runtime file, and the size of the preloaded data file
// to download, and the browser in question.
// [link]
var MINIMAL_RUNTIME_STREAMING_WASM_INSTANTIATION = false;
// If set to 'emscripten' or 'wasm', compiler supports setjmp() and longjmp().
// If set to 0, these APIs are not available. If you are using C++ exceptions,
// but do not need setjmp()+longjmp() API, then you can set this to 0 to save a
// little bit of code size and performance when catching exceptions.
//
// 'emscripten': (default) Emscripten setjmp/longjmp handling using JavaScript
// 'wasm': setjmp/longjmp handling using Wasm EH instructions (experimental)
//
// - 0: No setjmp/longjmp handling
// - 1: Default setjmp/longjmp/handling, depending on the mode of exceptions.
// 'wasm' if '-fwasm-exceptions' is used, 'emscripten' otherwise.
//
// At compile time this enables the transformations needed for longjmp support
// at codegen time, while at link it allows linking in the library support.
// [compile+link]
var SUPPORT_LONGJMP = true;
// If set to 1, disables old deprecated HTML5 API event target lookup behavior.
// When enabled, there is no "Module.canvas" object, no magic "null" default
// handling, and DOM element 'target' parameters are taken to refer to CSS
// selectors, instead of referring to DOM IDs.
// [link]
var DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR = true;
// Certain browser DOM API operations, such as requesting fullscreen mode
// transition or pointer lock require that the request originates from within
// a user initiated event, such as mouse click or keyboard press. Refactoring
// an application to follow this kind of program structure can be difficult, so
// HTML5_SUPPORT_DEFERRING_USER_SENSITIVE_REQUESTS allows transparent emulation
// of this by deferring such requests until a suitable event callback is
// generated. Set this to 0 to disable support for deferring to save code
// size if your application does not need support for deferred calls.
// [link]
var HTML5_SUPPORT_DEFERRING_USER_SENSITIVE_REQUESTS = true;
// Specifies whether the generated .html file is run through html-minifier. The
// set of optimization passes run by html-minifier depends on debug and
// optimization levels. In -g2 and higher, no minification is performed. In -g1,
// minification is done, but whitespace is retained. Minification requires at
// least -O1 or -Os to be used. Pass -sMINIFY_HTML=0 to explicitly choose to
// disable HTML minification altogether.
// [link]
var MINIFY_HTML = true;
// This option is no longer used. The appropriate shadow memory size is now
// calculated from INITIAL_MEMORY and MAXIMUM_MEMORY. Will be removed in a
// future release.
// [link]
var ASAN_SHADOW_SIZE = -1;
// List of path substitutions to apply in the "sources" field of the source map.
// Corresponds to the ``--prefix`` option used in ``tools/wasm-sourcemap.py``.
// Must be used with ``-gsource-map``.
//
// This setting allows to map path prefixes to the proper ones so that the final
// (possibly relative) URLs point to the correct locations :
// ``-sSOURCE_MAP_PREFIXES=/old/path=/new/path``
//
// [link]
var SOURCE_MAP_PREFIXES = [];
// Default to c++ mode even when run as ``emcc`` rather than ``emc++``.
// When this is disabled ``em++`` is required when linking C++ programs.
// Disabling this will match the behaviour of gcc/g++ and clang/clang++.
// [link]
var DEFAULT_TO_CXX = true;
// While LLVM's wasm32 has long double = float128, we don't support printing
// that at full precision by default. Instead we print as 64-bit doubles, which
// saves libc code size. You can flip this option on to get a libc with full
// long double printing precision.
// [link]
var PRINTF_LONG_DOUBLE = false;
// Setting this affects the path emitted in the wasm that refers to the DWARF
// file, in -gseparate-dwarf mode. This allows the debugging file to be hosted
// in a custom location.
// [link]
var SEPARATE_DWARF_URL = '';
// Emscripten runs wasm-ld to link, and in some cases will do further changes to
// the wasm afterwards, like running wasm-opt to optimize the binary in
// optimized builds. However, in some builds no wasm changes are necessary after
// link. This can make the entire link step faster, and can also be important
// for other reasons, like in debugging if the wasm is not modified then the
// DWARF info from LLVM is preserved (wasm-opt can rewrite it in some cases, but
// not in others like split-dwarf).
// When this flag is turned on, we error at link time if the build requires any
// changes to the wasm after link. This can be useful in testing, for example.
// Some example of features that require post-link wasm changes are:
//
// - Lowering i64 to i32 pairs at the JS boundary (See WASM_BIGINT)
// - Lowering sign-extension operation when targeting older browsers.
var ERROR_ON_WASM_CHANGES_AFTER_LINK = false;
// Abort on unhandled exceptions that occur when calling exported WebAssembly
// functions. This makes the program behave more like a native program where the
// OS would terminate the process and no further code can be executed when an
// unhandled exception (e.g. out-of-bounds memory access) happens.
// This will instrument all exported functions to catch thrown exceptions and
// call abort() when they happen. Once the program aborts any exported function
// calls will fail with a "program has already aborted" exception to prevent
// calls into code with a potentially corrupted program state.
// This adds a small fixed amount to code size in optimized builds and a slight
// overhead for the extra instrumented function indirection. Enable this if you
// want Emscripten to handle unhandled exceptions nicely at the cost of a few
// bytes extra.
// Exceptions that occur within the ``main`` function are already handled via an
// alternative mechanism.
// [link]
var ABORT_ON_WASM_EXCEPTIONS = false;
// Build binaries that use as many WASI APIs as possible, and include additional
// JS support libraries for those APIs. This allows emscripten to produce
// binaries that are more WASI compliant and also allows it to process and
// execute WASI binaries built with other SDKs (e.g. wasi-sdk).
// This setting is experimental and subject to change or removal.
// Implies :ref:`STANDALONE_WASM`.
// [link]
// [experimental]
var PURE_WASI = false;
// Set to 1 to define the WebAssembly.Memory object outside of the wasm
// module. By default the wasm module defines the memory and exports
// it to JavaScript.
// Use of the following settings will enable this settings since they
// depend on being able to define the memory in JavaScript:
//
// - -pthread
// - RELOCATABLE
// - ASYNCIFY_LAZY_LOAD_CODE
// - WASM2JS (WASM=0)
//
// [link]
var IMPORTED_MEMORY = false;
// Generate code to load split wasm modules.
// This option will automatically generate two wasm files as output, one
// with the ``.orig`` suffix and one without. The default file (without
// the suffix) when run will generate instrumentation data that can later be
// fed into wasm-split (the binaryen tool).
// As well as this the generated JS code will contain helper functions
// to load split modules.
// [link]
// [experimental]
var SPLIT_MODULE = false;
// For MAIN_MODULE builds, automatically load any dynamic library dependencies
// on startup, before loading the main module.
var AUTOLOAD_DYLIBS = true;
// Link against stub implementations of unsupported/unimplemented syscalls. This
// allows programs that depend on these syscalls to be compiled, even though
// these functions will fail (or do nothing) at runtime.
// [link]
var ALLOW_UNIMPLEMENTED_SYSCALLS = true;
// Allow calls to Worker(...) and importScripts(...) to be Trusted Types
// compatible. Trusted Types is a Web Platform feature designed to mitigate DOM
// XSS by restricting the usage of DOM sink APIs.
// See https://w3c.github.io/webappsec-trusted-types/.
// [link]
var TRUSTED_TYPES = false;
// When targeting older browsers emscripten will sometimes require that
// polyfills be included in the output. If you would prefer to take care of
// polyfilling yourself via some other mechanism you can prevent emscripten
// from generating these by passing ``-sNO_POLYFILL`` or ``-sPOLYFILL=0``
// With default browser targets emscripten does not need any polyfills so this
// settings is *only* needed when also explicitly targeting older browsers.
var POLYFILL = true;
// If non-zero, add tracing to core runtime functions. Can be set to 2 for
// extra tracing (for example, tracing that occurs on each turn of the event
// loop or each user callback, which can flood the console).
// This setting is enabled by default if any of the following debugging settings
// are enabled:
//
// - PTHREADS_DEBUG
// - DYLINK_DEBUG
// - LIBRARY_DEBUG
// - GL_DEBUG
// - OPENAL_DEBUG
// - EXCEPTION_DEBUG
// - SYSCALL_DEBUG
// - WEBSOCKET_DEBUG
// - SOCKET_DEBUG
// - FETCH_DEBUG
//
// [link]
var RUNTIME_DEBUG = 0;
// Include JS library symbols that were previously part of the default runtime.
// Without this, such symbols can be made available by adding them to
// :ref:`DEFAULT_LIBRARY_FUNCS_TO_INCLUDE`, or via the dependencies of another
// JS library symbol.
var LEGACY_RUNTIME = false;
// User-defined functions to wrap with signature conversion, which take or
// return pointer arguments. Only affects ``MEMORY64=1`` builds, see
// ``create_pointer_conversion_wrappers`` in ``emscripten.py`` for details.
// Use ``_`` for non-pointer arguments, ``p`` for pointer/i53 arguments, and
// ``P`` for optional pointer/i53 values.
// Example use ``-sSIGNATURE_CONVERSIONS=someFunction:_p,anotherFunction:p``
// [link]
var SIGNATURE_CONVERSIONS = [];
// Experimental support for wasm source phase imports.
// This is only currently implemented in the pre-release/nightly version of
// node, and not yet supported by browsers.
// Requires EXPORT_ES6
// [link]
// [experimental]
var SOURCE_PHASE_IMPORTS = false;
// Experimental support for wasm ESM integration.
// Requires :ref:`EXPORT_ES6` and ``MODULARIZE=instance``
// [link]
// [experimental]
var WASM_ESM_INTEGRATION = false;
// Enable use of the JS arraybuffer-base64 API:
// https://github.com/tc39/proposal-arraybuffer-base64
// To run the resulting code currently requires passing `--js_base_64` to node
// or chrome.
// [experimental]
// [link]
var JS_BASE64_API = false;
// Enable support for GrowableSharedArrayBuffer.
// This features is only available behind a flag in recent versions of
// node/chrome.
// [experimental]
// [link]
var GROWABLE_ARRAYBUFFERS = false;
// If the emscripten-generated program is hosted on separate origin then
// starting new pthread worker can violate CSP rules. Enabling
// CROSS_ORIGIN uses an inline worker to instead load the worker script
// indirectly using `importScripts`
var CROSS_ORIGIN = false;
// This setting changes the behaviour of the ``-shared`` flag. The default
// setting of ``true`` means the ``-shared`` flag actually produces a normal
// object file (i.e. ``ld -r``). Setting this to false will cause ``-shared``
// to behave like :ref:`SIDE_MODULE` and produce a dynamically linked
// library.
var FAKE_DYLIBS = true;
// Add a #! line to generated JS file and make it executable. This is useful
// for building command line tools that run under node.
// This setting can also be set to a string value, in which case that string
// will be used as the #! command to embed in the generated file.
var EXECUTABLE = false;
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