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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.
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@@ -35,8 +35,6 @@
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#include "core/os/os.h"
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#include "core/string/print_string.h"
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#include <assert.h>
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#define COMPACT_CHUNK(m_entry, m_to_pos) \
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do { \
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void *_dst = &((unsigned char *)pool)[m_to_pos]; \
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@@ -169,11 +167,6 @@ bool PoolAllocator::find_entry_index(EntryIndicesPos *p_map_pos, const Entry *p_
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PoolAllocator::ID PoolAllocator::alloc(int p_size) {
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ERR_FAIL_COND_V(p_size < 1, POOL_ALLOCATOR_INVALID_ID);
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#ifdef DEBUG_ENABLED
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if (p_size > free_mem) {
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OS::get_singleton()->debug_break();
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}
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#endif
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ERR_FAIL_COND_V(p_size > free_mem, POOL_ALLOCATOR_INVALID_ID);
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mt_lock();
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@@ -482,7 +475,6 @@ void *PoolAllocator::get(ID p_mem) {
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ERR_FAIL_COND_V(!e, nullptr);
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}
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if (e->lock == 0) {
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//assert(0);
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mt_unlock();
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ERR_PRINT("e->lock == 0");
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return nullptr;
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