godot/platform/javascript/detect.py
Fabio Alessandrelli f72bbc4c3b Increase HTML5 THREADPOOL size.
This fixes a "random" deadlock when quitting the editor.
I still haven't figure out the root cause, but having a bigger seems to
greatly mitigate the issue.
The new pool size (pre-allocated threads) is now 8.
2020-10-14 11:17:03 +02:00

171 lines
6.3 KiB
Python

import os
from emscripten_helpers import run_closure_compiler, create_engine_file
from SCons.Util import WhereIs
def is_active():
return True
def get_name():
return "JavaScript"
def can_build():
return WhereIs("emcc") is not None
def get_opts():
from SCons.Variables import BoolVariable
return [
# eval() can be a security concern, so it can be disabled.
BoolVariable("javascript_eval", "Enable JavaScript eval interface", True),
BoolVariable("threads_enabled", "Enable WebAssembly Threads support (limited browser support)", False),
BoolVariable("use_closure_compiler", "Use closure compiler to minimize JavaScript code", False),
]
def get_flags():
return [
("tools", False),
("builtin_pcre2_with_jit", False),
# Disabling the mbedtls module reduces file size.
# The module has little use due to the limited networking functionality
# in this platform. For the available networking methods, the browser
# manages TLS.
("module_mbedtls_enabled", False),
]
def configure(env):
## Build type
if env["target"] == "release":
# 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.
env.Append(CCFLAGS=["-Os"])
env.Append(LINKFLAGS=["-Os"])
elif env["target"] == "release_debug":
env.Append(CCFLAGS=["-Os"])
env.Append(LINKFLAGS=["-Os"])
env.Append(CPPDEFINES=["DEBUG_ENABLED"])
# Retain function names for backtraces at the cost of file size.
env.Append(LINKFLAGS=["--profiling-funcs"])
else: # "debug"
env.Append(CPPDEFINES=["DEBUG_ENABLED"])
env.Append(CCFLAGS=["-O1", "-g"])
env.Append(LINKFLAGS=["-O1", "-g"])
env.Append(LINKFLAGS=["-s", "ASSERTIONS=1"])
if env["tools"]:
if not env["threads_enabled"]:
raise RuntimeError(
"Threads must be enabled to build the editor. Please add the 'threads_enabled=yes' option"
)
# Tools need more memory. Initial stack memory in bytes. See `src/settings.js` in emscripten repository (will be renamed to INITIAL_MEMORY).
env.Append(LINKFLAGS=["-s", "TOTAL_MEMORY=33554432"])
else:
# Disable exceptions and rtti on non-tools (template) builds
# These flags help keep the file size down.
env.Append(CCFLAGS=["-fno-exceptions", "-fno-rtti"])
# Don't use dynamic_cast, necessary with no-rtti.
env.Append(CPPDEFINES=["NO_SAFE_CAST"])
## Copy env variables.
env["ENV"] = os.environ
# LTO
if env["use_lto"]:
env.Append(CCFLAGS=["-s", "WASM_OBJECT_FILES=0"])
env.Append(LINKFLAGS=["-s", "WASM_OBJECT_FILES=0"])
env.Append(LINKFLAGS=["--llvm-lto", "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 method that joins/compiles our Engine files.
env.AddMethod(create_engine_file, "CreateEngineFile")
# 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["LINK"] = "emcc"
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"] = "${TEMPFILE(ARCOM_POSIX)}"
# All intermediate files are just LLVM bitcode.
env["OBJPREFIX"] = ""
env["OBJSUFFIX"] = ".bc"
env["PROGPREFIX"] = ""
# Program() output consists of multiple files, so specify suffixes manually at builder.
env["PROGSUFFIX"] = ""
env["LIBPREFIX"] = "lib"
env["LIBSUFFIX"] = ".bc"
env["LIBPREFIXES"] = ["$LIBPREFIX"]
env["LIBSUFFIXES"] = ["$LIBSUFFIX"]
env.Prepend(CPPPATH=["#platform/javascript"])
env.Append(CPPDEFINES=["JAVASCRIPT_ENABLED", "UNIX_ENABLED"])
if env["javascript_eval"]:
env.Append(CPPDEFINES=["JAVASCRIPT_EVAL_ENABLED"])
# Thread support (via SharedArrayBuffer).
if env["threads_enabled"]:
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"])
env.extra_suffix = ".threads" + env.extra_suffix
else:
env.Append(CPPDEFINES=["NO_THREADS"])
# Reduce code size by generating less support code (e.g. skip NodeJS support).
env.Append(LINKFLAGS=["-s", "ENVIRONMENT=web,worker"])
# We use IDBFS in javascript_main.cpp. Since Emscripten 1.39.1 it needs to
# be linked explicitly.
env.Append(LIBS=["idbfs.js"])
env.Append(LINKFLAGS=["-s", "BINARYEN=1"])
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"])
# This setting just makes WebGL 2 APIs available, it does NOT disable WebGL 1.
env.Append(LINKFLAGS=["-s", "USE_WEBGL2=1"])
env.Append(LINKFLAGS=["-s", "INVOKE_RUN=0"])
# Allow use to take control of swapping WebGL buffers.
env.Append(LINKFLAGS=["-s", "OFFSCREEN_FRAMEBUFFER=1"])
# callMain for manual start, FS for preloading, PATH and ERRNO_CODES for BrowserFS.
env.Append(LINKFLAGS=["-s", "EXTRA_EXPORTED_RUNTIME_METHODS=['callMain', 'FS']"])
# Add code that allow exiting runtime.
env.Append(LINKFLAGS=["-s", "EXIT_RUNTIME=1"])