mirror of https://github.com/PCSX2/pcsx2.git
85 lines
4.0 KiB
C
85 lines
4.0 KiB
C
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2009 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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// ----------------------------------------------------------------------------------------
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// pxAssert / pxAssertDev / pxFail / pxFailDev
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// ----------------------------------------------------------------------------------------
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// Standard debug-ony "nothrow" (pxAssert) and devel-style "throw" (pxAssertDev) style
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// assertions. All assertions act as valid conditional statements that return the result
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// of the specified conditional; useful for handling failed assertions in a "graceful" fashion
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// when utilizing the "ignore" feature of assertion debugging. (Release builds *always* return
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// true for assertion success, but no actual assertion check is performed).
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//
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// Performance: All assertion types optimize into __assume() directives in Release builds.
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//
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// pxAssertDev is an assertion tool for Devel builds, intended for sanity checking and/or
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// bounds checking variables in areas which are not performance critical.
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//
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// How it works: pxAssertDev throws an exception of type Exception::LogicError if the assertion
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// conditional is false. Typically for the end-user, this exception is handled by the general
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// exception handler defined by the application, which (should eventually) create some state
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// dumps and other information for troubleshooting purposes.
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//
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// From a debugging environment, you can trap your pxAssertDev by either breakpointing the
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// exception throw code in pxOnAssert, or by adding Exception::LogicError to your First-Chance
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// Exception catch list (Visual Studio, under the Debug->Exceptions menu/dialog). You should
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// have LogicErrors enabled as First-Chance exceptions regardless, so do it now. :)
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//
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// Credits Notes: These macros are based on a combination of wxASSERT, MSVCRT's assert
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// and the ATL's Assertion/Assumption macros. the best of all worlds!
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#if defined(PCSX2_DEBUG)
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# define pxAssertMsg(cond, msg) ( (!!(cond)) || \
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(pxOnAssert(__TFILE__, __LINE__, __WXFUNCTION__, _T(#cond), msg), likely(cond)) )
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# define pxAssertDev(cond,msg) pxAssertMsg(cond, msg)
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# define pxFail(msg) pxAssertMsg(false, msg)
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# define pxFailDev(msg) pxAssertDev(false, msg)
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#elif defined(PCSX2_DEVBUILD)
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// Devel builds use __assume for standard assertions and call pxOnAssertDevel
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// for AssertDev brand assertions (which typically throws a LogicError exception).
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# define pxAssertMsg(cond, msg) (__assume(cond), likely(cond))
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# define pxAssertDev(cond, msg) ( (!!(cond)) || \
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(pxOnAssert(__TFILE__, __LINE__, __WXFUNCTION__, _T(#cond), msg), likely(cond)) )
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# define pxFail(msg) (__assume(false), false)
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# define pxFailDev(msg ) pxAssertDev(false, msg)
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#else
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// Release Builds just use __assume as an optimization, and return the conditional
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// as a result (which is optimized to nil if unused).
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# define pxAssertMsg(cond, msg) (__assume(cond), likely(cond))
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# define pxAssertDev(cond, msg) (__assume(cond), likely(cond))
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# define pxFail(msg) (__assume(false), false)
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# define pxFailDev(msg) (__assume(false), false)
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#endif
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#define pxAssert(cond) pxAssertMsg(cond, (wxChar*)NULL)
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extern void pxOnAssert( const wxChar* file, int line, const char* func, const wxChar* cond, const wxChar* msg);
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extern void pxOnAssert( const wxChar* file, int line, const char* func, const wxChar* cond, const char* msg);
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