pcsx2/common/include/Utilities/Assertions.h

85 lines
4.0 KiB
C

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