godot/platform/web/detect.py
Rémi Verschelde 3907e53ff6
SCons: Disable C++ exception handling
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.

This is wasteful on multiple aspects:

- Binary size: Around 20% binary size reduction with exceptions disabled
  for both MSVC and GCC binaries.
- Compile time:
  * More than 50% build time reduction with MSVC.
  * 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.

Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
2023-08-16 10:23:34 +02:00

236 lines
8.2 KiB
Python

import os
import sys
from emscripten_helpers import (
run_closure_compiler,
create_engine_file,
add_js_libraries,
add_js_pre,
add_js_externs,
create_template_zip,
)
from methods import get_compiler_version
from SCons.Util import WhereIs
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from SCons import Environment
def get_name():
return "Web"
def can_build():
return WhereIs("emcc") is not None
def get_opts():
from SCons.Variables import BoolVariable
return [
("initial_memory", "Initial WASM memory (in MiB)", 32),
BoolVariable("use_assertions", "Use Emscripten runtime assertions", False),
BoolVariable("use_ubsan", "Use Emscripten undefined behavior sanitizer (UBSAN)", False),
BoolVariable("use_asan", "Use Emscripten address sanitizer (ASAN)", False),
BoolVariable("use_lsan", "Use Emscripten leak sanitizer (LSAN)", False),
BoolVariable("use_safe_heap", "Use Emscripten SAFE_HEAP sanitizer", False),
# eval() can be a security concern, so it can be disabled.
BoolVariable("javascript_eval", "Enable JavaScript eval interface", True),
BoolVariable(
"dlink_enabled", "Enable WebAssembly dynamic linking (GDExtension support). Produces bigger binaries", False
),
BoolVariable("use_closure_compiler", "Use closure compiler to minimize JavaScript code", False),
]
def get_doc_classes():
return [
"EditorExportPlatformWeb",
]
def get_doc_path():
return "doc_classes"
def get_flags():
return [
("arch", "wasm32"),
("target", "template_debug"),
("builtin_pcre2_with_jit", False),
("vulkan", False),
# Use -Os to prioritize optimizing for reduced file size. This is
# particularly valuable for the web platform because it directly
# decreases download time.
# -Os reduces file size by around 5 MiB over -O3. -Oz only saves about
# 100 KiB over -Os, which does not justify the negative impact on
# run-time performance.
("optimize", "size"),
]
def configure(env: "Environment"):
# Validate arch.
supported_arches = ["wasm32"]
if env["arch"] not in supported_arches:
print(
'Unsupported CPU architecture "%s" for iOS. Supported architectures are: %s.'
% (env["arch"], ", ".join(supported_arches))
)
sys.exit()
try:
env["initial_memory"] = int(env["initial_memory"])
except Exception:
print("Initial memory must be a valid integer")
sys.exit(255)
## Build type
if env.debug_features:
# Retain function names for backtraces at the cost of file size.
env.Append(LINKFLAGS=["--profiling-funcs"])
else:
env["use_assertions"] = True
if env["use_assertions"]:
env.Append(LINKFLAGS=["-s", "ASSERTIONS=1"])
if env.editor_build and env["initial_memory"] < 64:
print('Note: Forcing "initial_memory=64" as it is required for the web editor.')
env["initial_memory"] = 64
env.Append(LINKFLAGS=["-s", "INITIAL_MEMORY=%sMB" % env["initial_memory"]])
## Copy env variables.
env["ENV"] = os.environ
# LTO
if env["lto"] == "auto": # Full LTO for production.
env["lto"] = "full"
if env["lto"] != "none":
if env["lto"] == "thin":
env.Append(CCFLAGS=["-flto=thin"])
env.Append(LINKFLAGS=["-flto=thin"])
else:
env.Append(CCFLAGS=["-flto"])
env.Append(LINKFLAGS=["-flto"])
# Sanitizers
if env["use_ubsan"]:
env.Append(CCFLAGS=["-fsanitize=undefined"])
env.Append(LINKFLAGS=["-fsanitize=undefined"])
if env["use_asan"]:
env.Append(CCFLAGS=["-fsanitize=address"])
env.Append(LINKFLAGS=["-fsanitize=address"])
if env["use_lsan"]:
env.Append(CCFLAGS=["-fsanitize=leak"])
env.Append(LINKFLAGS=["-fsanitize=leak"])
if env["use_safe_heap"]:
env.Append(LINKFLAGS=["-s", "SAFE_HEAP=1"])
# Closure compiler
if env["use_closure_compiler"]:
# For emscripten support code.
env.Append(LINKFLAGS=["--closure", "1"])
# Register builder for our Engine files
jscc = env.Builder(generator=run_closure_compiler, suffix=".cc.js", src_suffix=".js")
env.Append(BUILDERS={"BuildJS": jscc})
# Add helper method for adding libraries, externs, pre-js.
env["JS_LIBS"] = []
env["JS_PRE"] = []
env["JS_EXTERNS"] = []
env.AddMethod(add_js_libraries, "AddJSLibraries")
env.AddMethod(add_js_pre, "AddJSPre")
env.AddMethod(add_js_externs, "AddJSExterns")
# Add method that joins/compiles our Engine files.
env.AddMethod(create_engine_file, "CreateEngineFile")
# Add method for creating the final zip file
env.AddMethod(create_template_zip, "CreateTemplateZip")
# Closure compiler extern and support for ecmascript specs (const, let, etc).
env["ENV"]["EMCC_CLOSURE_ARGS"] = "--language_in ECMASCRIPT6"
env["CC"] = "emcc"
env["CXX"] = "em++"
env["AR"] = "emar"
env["RANLIB"] = "emranlib"
# Use TempFileMunge since some AR invocations are too long for cmd.exe.
# Use POSIX-style paths, required with TempFileMunge.
env["ARCOM_POSIX"] = env["ARCOM"].replace("$TARGET", "$TARGET.posix").replace("$SOURCES", "$SOURCES.posix")
env["ARCOM"] = "${TEMPFILE(ARCOM_POSIX)}"
# All intermediate files are just object files.
env["OBJPREFIX"] = ""
env["OBJSUFFIX"] = ".o"
env["PROGPREFIX"] = ""
# Program() output consists of multiple files, so specify suffixes manually at builder.
env["PROGSUFFIX"] = ""
env["LIBPREFIX"] = "lib"
env["LIBSUFFIX"] = ".a"
env["LIBPREFIXES"] = ["$LIBPREFIX"]
env["LIBSUFFIXES"] = ["$LIBSUFFIX"]
env.Prepend(CPPPATH=["#platform/web"])
env.Append(CPPDEFINES=["WEB_ENABLED", "UNIX_ENABLED"])
if env["opengl3"]:
env.AppendUnique(CPPDEFINES=["GLES3_ENABLED"])
# This setting just makes WebGL 2 APIs available, it does NOT disable WebGL 1.
env.Append(LINKFLAGS=["-s", "USE_WEBGL2=1"])
# Allow use to take control of swapping WebGL buffers.
env.Append(LINKFLAGS=["-s", "OFFSCREEN_FRAMEBUFFER=1"])
if env["javascript_eval"]:
env.Append(CPPDEFINES=["JAVASCRIPT_EVAL_ENABLED"])
# Thread support (via SharedArrayBuffer).
env.Append(CPPDEFINES=["PTHREAD_NO_RENAME"])
env.Append(CCFLAGS=["-s", "USE_PTHREADS=1"])
env.Append(LINKFLAGS=["-s", "USE_PTHREADS=1"])
env.Append(LINKFLAGS=["-s", "PTHREAD_POOL_SIZE=8"])
env.Append(LINKFLAGS=["-s", "WASM_MEM_MAX=2048MB"])
if env["dlink_enabled"]:
cc_version = get_compiler_version(env)
cc_semver = (int(cc_version["major"]), int(cc_version["minor"]), int(cc_version["patch"]))
if cc_semver < (3, 1, 14):
print("GDExtension support requires emscripten >= 3.1.14, detected: %s.%s.%s" % cc_semver)
sys.exit(255)
env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"])
env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"])
env.extra_suffix = ".dlink" + env.extra_suffix
# Reduce code size by generating less support code (e.g. skip NodeJS support).
env.Append(LINKFLAGS=["-s", "ENVIRONMENT=web,worker"])
# Wrap the JavaScript support code around a closure named Godot.
env.Append(LINKFLAGS=["-s", "MODULARIZE=1", "-s", "EXPORT_NAME='Godot'"])
# 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.
env.Append(LINKFLAGS=["-s", "ALLOW_MEMORY_GROWTH=1"])
# Do not call main immediately when the support code is ready.
env.Append(LINKFLAGS=["-s", "INVOKE_RUN=0"])
# callMain for manual start, cwrap for the mono version.
env.Append(LINKFLAGS=["-s", "EXPORTED_RUNTIME_METHODS=['callMain','cwrap']"])
# Add code that allow exiting runtime.
env.Append(LINKFLAGS=["-s", "EXIT_RUNTIME=1"])
# 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"])