Several fixes to make GLES2 on HTML5 work much better.

Changed math class error reporting to be a bit less paranoid.
This commit is contained in:
Juan Linietsky
2019-02-25 21:46:24 -03:00
parent 51c1d55cf9
commit a32b26dfa2
16 changed files with 315 additions and 100 deletions

View File

@ -141,6 +141,7 @@ opts.Add(EnumVariable('target', "Compilation target", 'debug', ('debug', 'releas
opts.Add(EnumVariable('optimize', "Optimization type", 'speed', ('speed', 'size')))
opts.Add(BoolVariable('tools', "Build the tools (a.k.a. the Godot editor)", True))
opts.Add(BoolVariable('use_lto', 'Use link-time optimization', False))
opts.Add(BoolVariable('use_precise_math_checks', 'Math checks use very precise epsilon (useful to debug the engine)', False))
# Components
opts.Add(BoolVariable('deprecated', "Enable deprecated features", True))
@ -224,6 +225,9 @@ env_base.Append(CPPPATH=['#editor', '#'])
env_base.platform_exporters = platform_exporters
env_base.platform_apis = platform_apis
if (env_base["use_precise_math_checks"]):
env_base.Append(CPPDEFINES=['PRECISE_MATH_CHECKS'])
if (env_base['target'] == 'debug'):
env_base.Append(CPPDEFINES=['DEBUG_MEMORY_ALLOC','DISABLE_FORCED_INLINE'])