mirror of
https://github.com/yuzu-mirror/yuzu
synced 2024-12-21 10:03:05 +00:00
9be819faaf
Advantage: Altering the handler does not need a full recompilation. Disadvantage: noreturn is droped, so the caller is a bit slower. We quite often run yuzu with a YOLO assertion handler. In fact, only very few games run at all with asserts. This patch allows developers to patch the handler without recompiling everything. The overhead of the missing "noreturn" attribute shoul be negletable.
81 lines
4.4 KiB
C++
81 lines
4.4 KiB
C++
// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/logging/log.h"
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// Sometimes we want to try to continue even after hitting an assert.
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// However touching this file yields a global recompilation as this header is included almost
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// everywhere. So let's just move the handling of the failed assert to a single cpp file.
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void assert_handle_failure();
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// For asserts we'd like to keep all the junk executed when an assert happens away from the
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// important code in the function. One way of doing this is to put all the relevant code inside a
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// lambda and force the compiler to not inline it. Unfortunately, MSVC seems to have no syntax to
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// specify __declspec on lambda functions, so what we do instead is define a noinline wrapper
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// template that calls the lambda. This seems to generate an extra instruction at the call-site
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// compared to the ideal implementation (which wouldn't support ASSERT_MSG parameters), but is good
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// enough for our purposes.
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template <typename Fn>
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#if defined(_MSC_VER)
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[[msvc::noinline]]
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#elif defined(__GNUC__)
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[[gnu::cold, gnu::noinline]]
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#endif
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static void
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assert_noinline_call(const Fn& fn) {
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fn();
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assert_handle_failure();
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}
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#define ASSERT(_a_) \
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do \
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if (!(_a_)) { \
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assert_noinline_call([] { LOG_CRITICAL(Debug, "Assertion Failed!"); }); \
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} \
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while (0)
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#define ASSERT_MSG(_a_, ...) \
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do \
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if (!(_a_)) { \
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assert_noinline_call([&] { LOG_CRITICAL(Debug, "Assertion Failed!\n" __VA_ARGS__); }); \
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} \
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while (0)
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#define UNREACHABLE() assert_noinline_call([] { LOG_CRITICAL(Debug, "Unreachable code!"); })
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#define UNREACHABLE_MSG(...) \
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assert_noinline_call([&] { LOG_CRITICAL(Debug, "Unreachable code!\n" __VA_ARGS__); })
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#ifdef _DEBUG
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#define DEBUG_ASSERT(_a_) ASSERT(_a_)
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#define DEBUG_ASSERT_MSG(_a_, ...) ASSERT_MSG(_a_, __VA_ARGS__)
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#else // not debug
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#define DEBUG_ASSERT(_a_)
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#define DEBUG_ASSERT_MSG(_a_, _desc_, ...)
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#endif
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#define UNIMPLEMENTED() ASSERT_MSG(false, "Unimplemented code!")
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#define UNIMPLEMENTED_MSG(...) ASSERT_MSG(false, __VA_ARGS__)
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#define UNIMPLEMENTED_IF(cond) ASSERT_MSG(!(cond), "Unimplemented code!")
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#define UNIMPLEMENTED_IF_MSG(cond, ...) ASSERT_MSG(!(cond), __VA_ARGS__)
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// If the assert is ignored, execute _b_
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#define ASSERT_OR_EXECUTE(_a_, _b_) \
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do { \
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ASSERT(_a_); \
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if (!(_a_)) { \
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_b_ \
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} \
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} while (0)
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// If the assert is ignored, execute _b_
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#define ASSERT_OR_EXECUTE_MSG(_a_, _b_, ...) \
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do { \
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ASSERT_MSG(_a_, __VA_ARGS__); \
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if (!(_a_)) { \
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_b_ \
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} \
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} while (0)
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