godot/drivers
Rémi Verschelde 26e9145c26 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.
2022-09-23 15:21:26 +02:00
..
alsa
alsamidi
coreaudio
coremidi
gl_context
gles3 Merge pull request #65541 from clayjohn/renderer-setting 2022-09-20 09:43:59 +02:00
png [Core] Make ImageFormatLoader extensible. 2022-09-20 02:01:57 +02:00
pulseaudio
spirv-reflect
unix SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
vulkan Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
wasapi
windows
winmidi
xaudio2
register_driver_types.cpp [Core] Make ImageFormatLoader extensible. 2022-09-20 02:01:57 +02:00
register_driver_types.h
SCsub