SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place.
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@ -63,7 +63,8 @@ if env["builtin_embree"]:
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thirdparty_sources = [thirdparty_dir + file for file in embree_src]
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env_raycast.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "include"])
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env_raycast.Append(CPPDEFINES=["EMBREE_TARGET_SSE2", "EMBREE_LOWEST_ISA", "TASKING_INTERNAL", "NDEBUG"])
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env_raycast.Append(CPPDEFINES=["EMBREE_TARGET_SSE2", "EMBREE_LOWEST_ISA", "TASKING_INTERNAL"])
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env_raycast.AppendUnique(CPPDEFINES=["NDEBUG"]) # No assert() even in debug builds.
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if not env.msvc:
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if env["arch"] == "x86_64":
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