Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode

When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.

This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.

Fixes #6487
This commit is contained in:
yg2f 2016-09-20 13:54:17 +02:00
parent 1c50dfdf6c
commit 217e09c79d

View file

@ -1005,12 +1005,12 @@ Error GDCompiler::_parse_block(CodeGen& codegen,const GDParser::BlockNode *p_blo
switch(s->type) {
case GDParser::Node::TYPE_NEWLINE: {
#ifdef DEBUG_ENABLED
const GDParser::NewLineNode *nl = static_cast<const GDParser::NewLineNode*>(s);
codegen.opcodes.push_back(GDFunction::OPCODE_LINE);
codegen.opcodes.push_back(nl->line);
codegen.current_line=nl->line;
#endif
} break;
case GDParser::Node::TYPE_CONTROL_FLOW: {
// try subblocks
@ -1201,8 +1201,10 @@ Error GDCompiler::_parse_block(CodeGen& codegen,const GDParser::BlockNode *p_blo
codegen.opcodes.push_back(ret);
} break;
case GDParser::Node::TYPE_BREAKPOINT: {
#ifdef DEBUG_ENABLED
// try subblocks
codegen.opcodes.push_back(GDFunction::OPCODE_BREAKPOINT);
#endif
} break;
case GDParser::Node::TYPE_LOCAL_VAR: {