taisei/src/util/debug.h

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/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
2024-05-16 23:30:41 +02:00
* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#pragma once
#include "taisei.h"
#ifdef DEBUG
typedef struct DebugInfo {
const char *file;
const char *func;
uint line;
} DebugInfo;
#define _DEBUG_INFO_INITIALIZER_ { _TAISEI_SRC_FILE, __func__, __LINE__ }
Emscripten compatibility (#161) * Major refactoring of the main loop(s) and control flow (WIP) run_at_fps() is gone 🦀 Instead of nested blocking event loops, there is now an eventloop API that manages an explicit stack of scenes. This makes Taisei a lot more portable to async environments where spinning a loop forever without yielding control simply is not an option, and that is the entire point of this change. A prime example of such an environment is the Web (via emscripten). Taisei was able to run there through a terrible hack: inserting emscripten_sleep calls into the loop, which would yield to the browser. This has several major drawbacks: first of all, every function that could possibly call emscripten_sleep must be compiled into a special kind of bytecode, which then has to be interpreted at runtime, *much* slower than JITed WebAssembly. And that includes *everything* down the call stack, too! For more information, see https://emscripten.org/docs/porting/emterpreter.html Even though that method worked well enough for experimenting, despite suboptimal performance, there is another obvious drawback: emscripten_sleep is implemented via setTimeout(), which can be very imprecise and is generally not reliable for fluid animation. Browsers actually have an API specifically for that use case: window.requestAnimationFrame(), but Taisei's original blocking control flow style is simply not compatible with it. Emscripten exposes this API with its emscripten_set_main_loop(), which the eventloop backend now uses on that platform. Unfortunately, C is still C, with no fancy closures or coroutines. With blocking calls into menu/scene loops gone, the control flow is reimplemented via so-called (pun intended) "call chains". That is basically an euphemism for callback hell. With manual memory management and zero type-safety. Not that the menu system wasn't shitty enough already. I'll just keep telling myself that this is all temporary and will be replaced with scripts in v1.4. * improve build system for emscripten + various fixes * squish menu bugs * improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS Note that stock freetype does not work without EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the "emscripten" branch here: https://github.com/taisei-project/freetype2/tree/emscripten * Enable -Wcast-function-type Calling functions through incompatible pointers is nasal demons and doesn't work in WASM. * webgl: workaround a crash on some browsers * emscripten improvements: * Persist state (config, progress, replays, ...) in local IndexDB * Simpler HTML shell (temporary) * Enable more optimizations * fix build if validate_glsl=false * emscripten: improve asset packaging, with local cache Note that even though there are rules to build audio bundles, audio does *not* work yet. It looks like SDL2_mixer can not work without threads, which is a problem. Yet another reason to write an OpenAL backend - emscripten supports that natively. * emscripten: customize the html shell * emscripten: force "show log" checkbox unchecked initially * emscripten: remove quit shortcut from main menu (since there's no quit) * emscripten: log area fixes * emscripten/webgl: workaround for fullscreen viewport issue * emscripten: implement frameskip * emscripter: improve framerate limiter * align List to at least 8 bytes (shut up warnings) * fix non-emscripten builds * improve fullscreen handling, mainly for emscripten * Workaround to make audio work in chromium emscripten-core/emscripten#6511 * emscripten: better vsync handling; enable vsync & disable fxaa by default
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#define _DEBUG_INFO_ ((DebugInfo) _DEBUG_INFO_INITIALIZER_)
#define _DEBUG_INFO_PTR_ (&_DEBUG_INFO_)
#define set_debug_info(debug) _set_debug_info(debug, _DEBUG_INFO_PTR_)
void _set_debug_info(DebugInfo *debug, DebugInfo *meta);
DebugInfo* get_debug_info(void);
DebugInfo* get_debug_meta(void);
extern bool _in_draw_code;
#define BEGIN_DRAW_CODE() do { if(_in_draw_code) { log_fatal("BEGIN_DRAW_CODE not followed by END_DRAW_CODE"); } _in_draw_code = true; } while(0)
#define END_DRAW_CODE() do { if(!_in_draw_code) { log_fatal("END_DRAW_CODE not preceeded by BEGIN_DRAW_CODE"); } _in_draw_code = false; } while(0)
#define IN_DRAW_CODE (_in_draw_code)
#else
#define set_debug_info(debug)
#define BEGIN_DRAW_CODE()
#define END_DRAW_CODE()
#define IN_DRAW_CODE (0)
#endif