2014-02-10 01:10:30 +00:00
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import os
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2020-12-07 17:50:27 +00:00
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import sys
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2014-02-10 01:10:30 +00:00
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2021-01-25 03:48:11 +00:00
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from emscripten_helpers import (
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run_closure_compiler,
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create_engine_file,
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add_js_libraries,
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add_js_pre,
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add_js_externs,
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2021-03-08 14:39:14 +00:00
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create_template_zip,
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2021-01-25 03:48:11 +00:00
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)
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2020-12-07 17:50:27 +00:00
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from methods import get_compiler_version
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2020-10-03 13:46:52 +00:00
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from SCons.Util import WhereIs
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2022-08-23 13:21:46 +00:00
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from SCons import Environment
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2016-10-30 18:05:14 +00:00
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2020-05-08 14:55:01 +00:00
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2014-02-10 01:10:30 +00:00
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def get_name():
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2022-08-28 18:27:45 +00:00
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return "Web"
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2014-02-10 01:10:30 +00:00
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2016-10-30 18:05:14 +00:00
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2014-02-10 01:10:30 +00:00
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def can_build():
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2020-10-03 13:46:52 +00:00
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return WhereIs("emcc") is not None
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2014-02-10 01:10:30 +00:00
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2016-10-30 18:05:14 +00:00
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2014-02-10 01:10:30 +00:00
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def get_opts():
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2017-09-25 04:37:17 +00:00
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from SCons.Variables import BoolVariable
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2020-05-08 14:55:01 +00:00
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2016-10-30 17:44:57 +00:00
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return [
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2021-06-14 05:57:28 +00:00
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("initial_memory", "Initial WASM memory (in MiB)", 32),
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2020-12-10 12:57:27 +00:00
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BoolVariable("use_assertions", "Use Emscripten runtime assertions", False),
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BoolVariable("use_ubsan", "Use Emscripten undefined behavior sanitizer (UBSAN)", False),
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BoolVariable("use_asan", "Use Emscripten address sanitizer (ASAN)", False),
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BoolVariable("use_lsan", "Use Emscripten leak sanitizer (LSAN)", False),
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BoolVariable("use_safe_heap", "Use Emscripten SAFE_HEAP sanitizer", False),
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2018-03-21 14:51:44 +00:00
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# eval() can be a security concern, so it can be disabled.
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2020-03-30 06:28:32 +00:00
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BoolVariable("javascript_eval", "Enable JavaScript eval interface", True),
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2022-08-29 13:56:28 +00:00
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BoolVariable(
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"dlink_enabled", "Enable WebAssembly dynamic linking (GDExtension support). Produces bigger binaries", False
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),
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2020-05-01 12:45:45 +00:00
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BoolVariable("use_closure_compiler", "Use closure compiler to minimize JavaScript code", False),
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2016-10-30 17:44:57 +00:00
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]
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2014-02-10 01:10:30 +00:00
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2016-10-30 18:05:14 +00:00
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2023-04-19 09:23:22 +00:00
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def get_doc_classes():
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return [
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"EditorExportPlatformWeb",
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]
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def get_doc_path():
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return "doc_classes"
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2014-02-10 01:10:30 +00:00
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def get_flags():
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2016-10-30 17:44:57 +00:00
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return [
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2021-12-16 01:38:10 +00:00
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("arch", "wasm32"),
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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("target", "template_debug"),
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2020-03-30 06:28:32 +00:00
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("builtin_pcre2_with_jit", False),
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2021-05-25 16:26:38 +00:00
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("vulkan", False),
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2022-08-29 13:56:28 +00:00
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# Use -Os to prioritize optimizing for reduced file size. This is
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# particularly valuable for the web platform because it directly
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# decreases download time.
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# -Os reduces file size by around 5 MiB over -O3. -Oz only saves about
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# 100 KiB over -Os, which does not justify the negative impact on
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# run-time performance.
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("optimize", "size"),
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2016-10-30 17:44:57 +00:00
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]
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2014-02-10 01:10:30 +00:00
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2022-08-23 13:21:46 +00:00
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def configure(env: "Environment"):
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2021-12-16 01:38:10 +00:00
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# Validate arch.
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supported_arches = ["wasm32"]
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if env["arch"] not in supported_arches:
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print(
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'Unsupported CPU architecture "%s" for iOS. Supported architectures are: %s.'
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% (env["arch"], ", ".join(supported_arches))
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)
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sys.exit()
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2021-01-28 19:23:49 +00:00
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try:
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env["initial_memory"] = int(env["initial_memory"])
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except Exception:
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print("Initial memory must be a valid integer")
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sys.exit(255)
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2016-06-14 14:27:16 +00:00
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2017-06-30 17:21:38 +00:00
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## Build type
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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if env.debug_features:
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# Retain function names for backtraces at the cost of file size.
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env.Append(LINKFLAGS=["--profiling-funcs"])
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else:
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2020-12-07 17:50:27 +00:00
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env["use_assertions"] = True
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if env["use_assertions"]:
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2020-03-30 06:28:32 +00:00
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env.Append(LINKFLAGS=["-s", "ASSERTIONS=1"])
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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if env.editor_build:
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2021-02-15 15:40:44 +00:00
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if env["initial_memory"] < 64:
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2022-01-19 16:07:20 +00:00
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print('Note: Forcing "initial_memory=64" as it is required for the web editor.')
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2021-02-15 15:40:44 +00:00
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env["initial_memory"] = 64
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2020-03-11 10:55:28 +00:00
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else:
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2022-08-29 13:56:28 +00:00
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env.Append(CPPFLAGS=["-fno-exceptions"])
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2017-06-30 17:21:38 +00:00
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2020-12-07 17:50:27 +00:00
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env.Append(LINKFLAGS=["-s", "INITIAL_MEMORY=%sMB" % env["initial_memory"]])
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2020-03-11 10:55:28 +00:00
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## Copy env variables.
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2020-03-30 06:28:32 +00:00
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env["ENV"] = os.environ
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2018-03-28 04:10:11 +00:00
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2020-03-11 10:55:28 +00:00
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# LTO
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2022-09-13 15:01:47 +00:00
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if env["lto"] == "auto": # Full LTO for production.
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env["lto"] = "full"
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2022-07-21 13:15:54 +00:00
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if env["lto"] != "none":
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if env["lto"] == "thin":
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env.Append(CCFLAGS=["-flto=thin"])
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env.Append(LINKFLAGS=["-flto=thin"])
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else:
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env.Append(CCFLAGS=["-flto"])
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env.Append(LINKFLAGS=["-flto"])
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2020-03-11 10:55:28 +00:00
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2020-12-07 17:50:27 +00:00
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# Sanitizers
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if env["use_ubsan"]:
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env.Append(CCFLAGS=["-fsanitize=undefined"])
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env.Append(LINKFLAGS=["-fsanitize=undefined"])
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if env["use_asan"]:
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env.Append(CCFLAGS=["-fsanitize=address"])
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env.Append(LINKFLAGS=["-fsanitize=address"])
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if env["use_lsan"]:
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env.Append(CCFLAGS=["-fsanitize=leak"])
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env.Append(LINKFLAGS=["-fsanitize=leak"])
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if env["use_safe_heap"]:
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env.Append(LINKFLAGS=["-s", "SAFE_HEAP=1"])
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2020-03-11 10:55:28 +00:00
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# Closure compiler
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2020-03-30 06:28:32 +00:00
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if env["use_closure_compiler"]:
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2020-03-11 10:55:28 +00:00
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# For emscripten support code.
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2020-03-30 06:28:32 +00:00
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env.Append(LINKFLAGS=["--closure", "1"])
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2020-03-11 10:55:28 +00:00
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# Register builder for our Engine files
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2020-03-30 06:28:32 +00:00
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jscc = env.Builder(generator=run_closure_compiler, suffix=".cc.js", src_suffix=".js")
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env.Append(BUILDERS={"BuildJS": jscc})
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2020-03-11 10:55:28 +00:00
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2021-01-10 11:19:35 +00:00
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# Add helper method for adding libraries, externs, pre-js.
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env["JS_LIBS"] = []
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env["JS_PRE"] = []
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env["JS_EXTERNS"] = []
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2020-10-23 16:33:20 +00:00
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env.AddMethod(add_js_libraries, "AddJSLibraries")
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2020-09-26 22:15:21 +00:00
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env.AddMethod(add_js_pre, "AddJSPre")
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env.AddMethod(add_js_externs, "AddJSExterns")
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2020-10-23 16:33:20 +00:00
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2020-03-11 10:55:28 +00:00
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# Add method that joins/compiles our Engine files.
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env.AddMethod(create_engine_file, "CreateEngineFile")
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2021-03-08 14:39:14 +00:00
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# Add method for creating the final zip file
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env.AddMethod(create_template_zip, "CreateTemplateZip")
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2020-03-11 10:55:28 +00:00
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# Closure compiler extern and support for ecmascript specs (const, let, etc).
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2020-03-30 06:28:32 +00:00
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env["ENV"]["EMCC_CLOSURE_ARGS"] = "--language_in ECMASCRIPT6"
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2020-03-11 10:55:28 +00:00
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2020-03-30 06:28:32 +00:00
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env["CC"] = "emcc"
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env["CXX"] = "em++"
|
2015-03-20 02:17:06 +00:00
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2020-03-30 06:28:32 +00:00
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env["AR"] = "emar"
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env["RANLIB"] = "emranlib"
|
2018-03-21 14:51:44 +00:00
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# Use TempFileMunge since some AR invocations are too long for cmd.exe.
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# Use POSIX-style paths, required with TempFileMunge.
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2020-03-30 06:28:32 +00:00
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env["ARCOM_POSIX"] = env["ARCOM"].replace("$TARGET", "$TARGET.posix").replace("$SOURCES", "$SOURCES.posix")
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env["ARCOM"] = "${TEMPFILE(ARCOM_POSIX)}"
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2018-03-21 14:51:44 +00:00
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2022-08-29 13:56:28 +00:00
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# All intermediate files are just object files.
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2020-03-30 06:28:32 +00:00
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env["OBJPREFIX"] = ""
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2022-08-29 13:56:28 +00:00
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env["OBJSUFFIX"] = ".o"
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2020-03-30 06:28:32 +00:00
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env["PROGPREFIX"] = ""
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2018-03-21 14:51:44 +00:00
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# Program() output consists of multiple files, so specify suffixes manually at builder.
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2020-03-30 06:28:32 +00:00
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env["PROGSUFFIX"] = ""
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env["LIBPREFIX"] = "lib"
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2021-04-29 14:46:36 +00:00
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env["LIBSUFFIX"] = ".a"
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2020-03-30 06:28:32 +00:00
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env["LIBPREFIXES"] = ["$LIBPREFIX"]
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env["LIBSUFFIXES"] = ["$LIBSUFFIX"]
|
2015-03-20 02:17:06 +00:00
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2022-08-28 18:27:45 +00:00
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env.Prepend(CPPPATH=["#platform/web"])
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env.Append(CPPDEFINES=["WEB_ENABLED", "UNIX_ENABLED"])
|
2016-10-30 17:44:57 +00:00
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2021-10-25 17:16:40 +00:00
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if env["opengl3"]:
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env.AppendUnique(CPPDEFINES=["GLES3_ENABLED"])
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# This setting just makes WebGL 2 APIs available, it does NOT disable WebGL 1.
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env.Append(LINKFLAGS=["-s", "USE_WEBGL2=1"])
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# Allow use to take control of swapping WebGL buffers.
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env.Append(LINKFLAGS=["-s", "OFFSCREEN_FRAMEBUFFER=1"])
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2020-03-30 06:28:32 +00:00
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if env["javascript_eval"]:
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env.Append(CPPDEFINES=["JAVASCRIPT_EVAL_ENABLED"])
|
2017-06-30 17:21:38 +00:00
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2020-03-11 10:55:28 +00:00
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# Thread support (via SharedArrayBuffer).
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2022-08-29 13:56:28 +00:00
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env.Append(CPPDEFINES=["PTHREAD_NO_RENAME"])
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env.Append(CCFLAGS=["-s", "USE_PTHREADS=1"])
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env.Append(LINKFLAGS=["-s", "USE_PTHREADS=1"])
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env.Append(LINKFLAGS=["-s", "PTHREAD_POOL_SIZE=8"])
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env.Append(LINKFLAGS=["-s", "WASM_MEM_MAX=2048MB"])
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2020-03-11 10:55:28 +00:00
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2022-08-29 13:56:28 +00:00
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if env["dlink_enabled"]:
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2022-06-14 15:23:20 +00:00
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cc_version = get_compiler_version(env)
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cc_semver = (int(cc_version["major"]), int(cc_version["minor"]), int(cc_version["patch"]))
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2022-08-29 13:56:28 +00:00
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if cc_semver < (3, 1, 14):
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print("GDExtension support requires emscripten >= 3.1.14, detected: %s.%s.%s" % cc_semver)
|
2020-12-07 17:50:27 +00:00
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sys.exit(255)
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2022-06-14 15:23:20 +00:00
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2022-08-29 13:56:28 +00:00
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env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"])
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env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"])
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env.extra_suffix = ".dlink" + env.extra_suffix
|
2020-10-24 14:02:09 +00:00
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|
2020-03-11 10:55:28 +00:00
|
|
|
# Reduce code size by generating less support code (e.g. skip NodeJS support).
|
2020-03-30 06:28:32 +00:00
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|
|
env.Append(LINKFLAGS=["-s", "ENVIRONMENT=web,worker"])
|
2017-06-30 17:21:38 +00:00
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|
|
2020-10-24 14:02:09 +00:00
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|
|
# Wrap the JavaScript support code around a closure named Godot.
|
2020-05-01 12:45:45 +00:00
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|
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env.Append(LINKFLAGS=["-s", "MODULARIZE=1", "-s", "EXPORT_NAME='Godot'"])
|
2019-12-02 13:10:46 +00:00
|
|
|
|
2018-03-21 14:51:44 +00:00
|
|
|
# Allow increasing memory buffer size during runtime. This is efficient
|
|
|
|
# when using WebAssembly (in comparison to asm.js) and works well for
|
|
|
|
# us since we don't know requirements at compile-time.
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(LINKFLAGS=["-s", "ALLOW_MEMORY_GROWTH=1"])
|
2018-03-21 14:51:44 +00:00
|
|
|
|
2020-10-24 14:02:09 +00:00
|
|
|
# Do not call main immediately when the support code is ready.
|
2020-03-30 06:28:32 +00:00
|
|
|
env.Append(LINKFLAGS=["-s", "INVOKE_RUN=0"])
|
2018-03-21 14:51:44 +00:00
|
|
|
|
2021-04-29 14:46:36 +00:00
|
|
|
# callMain for manual start, cwrap for the mono version.
|
|
|
|
env.Append(LINKFLAGS=["-s", "EXPORTED_RUNTIME_METHODS=['callMain','cwrap']"])
|
2020-10-24 14:02:09 +00:00
|
|
|
|
2020-05-01 12:36:41 +00:00
|
|
|
# Add code that allow exiting runtime.
|
2020-05-01 12:45:45 +00:00
|
|
|
env.Append(LINKFLAGS=["-s", "EXIT_RUNTIME=1"])
|
2022-09-08 07:44:14 +00:00
|
|
|
|
|
|
|
# This workaround creates a closure that prevents the garbage collector from freeing the WebGL context.
|
|
|
|
# We also only use WebGL2, and changing context version is not widely supported anyway.
|
|
|
|
env.Append(LINKFLAGS=["-s", "GL_WORKAROUND_SAFARI_GETCONTEXT_BUG=0"])
|