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
(cherry picked from commit 217e09c79d
)
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1 changed files with 4 additions and 2 deletions
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@ -965,12 +965,12 @@ Error GDCompiler::_parse_block(CodeGen& codegen,const GDParser::BlockNode *p_blo
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switch(s->type) {
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case GDParser::Node::TYPE_NEWLINE: {
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#ifdef DEBUG_ENABLED
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const GDParser::NewLineNode *nl = static_cast<const GDParser::NewLineNode*>(s);
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codegen.opcodes.push_back(GDFunction::OPCODE_LINE);
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codegen.opcodes.push_back(nl->line);
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codegen.current_line=nl->line;
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#endif
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} break;
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case GDParser::Node::TYPE_CONTROL_FLOW: {
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// try subblocks
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@ -1161,8 +1161,10 @@ Error GDCompiler::_parse_block(CodeGen& codegen,const GDParser::BlockNode *p_blo
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codegen.opcodes.push_back(ret);
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} break;
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case GDParser::Node::TYPE_BREAKPOINT: {
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#ifdef DEBUG_ENABLED
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// try subblocks
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codegen.opcodes.push_back(GDFunction::OPCODE_BREAKPOINT);
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#endif
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} break;
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case GDParser::Node::TYPE_LOCAL_VAR: {
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