Files
source/cmake/asan-ignorelist.txt
T
1bed0047ea Add AddressSanitizer support for clang-cl builds
Select the clang-cl-asan CMake preset (RelWithDebInfo, clang-cl,
ADDRESS_SANITIZER=ON) to instrument first-party code with AddressSanitizer.
The wiring lives in cmake/AddressSanitizer.cmake; SANITIZERS.md tells how to
add the clang-cl tools, build, and read the report.

Details:
- Add the clang-cl-asan preset so the asan build is one selection in Visual
  Studio, and a base for a CMakeUserPresets.json to inherit.
- Instrument first-party code only; the vendored libraries keep default flags.
- Use the release CRT and disable MSVC-STL container annotations, so
  instrumented and un-instrumented TUs stay compatible.
- Pass /bigobj to the TUs asan inflates past the COFF section cap.
- Link the asan runtime for clang-cl (lld-link does not infer it).
- Stub Bink into the exe: retail binkw32.dll cannot load in an asan process
  (its image base is the 32-bit shadow), so compile no-op exports instead.
- Route the asan report to gamedir/asan.report.<pid>, since every app is a
  WIN32 GUI app with no console to receive the default stderr report.
- Opt functions with 32-bit inline __asm out of instrumentation with
  cmake/asan-ignorelist.txt, one function at a time (asan reserves a register
  the asm needs). The rest of each translation unit stays instrumented.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-20 23:22:38 -03:00

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# AddressSanitizer ignorelist. Functions with 32-bit inline __asm blocks:
# asan's shadow-base register reservation starves a register the asm needs,
# so instrumenting them fails to compile. Excluded from instrumentation only
# (still linked and called); the rest of each translation unit stays checked.
# Patterns end in @@ so each matches one clang-cl (MSVC) mangled name exactly,
# never a longer-named sibling (e.g. Blt16BPPTo16BPP vs Blt16BPPTo16BPPTrans).
# Regenerate: grep the *.cpp for __asm / _asm and list the enclosing functions.
[address]
# sgp/vobject_blitters.cpp
fun:*BlitZRect@@*
fun:*Blt16BPPBufferPixelateRectWithColor@@*
fun:*Blt16BPPBufferShadowRect@@*
fun:*Blt16BPPBufferShadowRectAlternateTable@@*
fun:*Blt16BPPDataTo16BPPBufferTransZClip@@*
fun:*Blt16BPPDataTo16BPPBufferTransparentClip@@*
fun:*Blt16BPPTo16BPP@@*
fun:*Blt16BPPTo16BPPMirror@@*
fun:*Blt8BPPDataSubTo16BPPBuffer@@*
fun:*Blt8BPPDataTo16BPPBuffer@@*
fun:*Blt8BPPDataTo16BPPBufferFullTransparent@@*
fun:*Blt8BPPDataTo16BPPBufferHalf@@*
fun:*Blt8BPPDataTo16BPPBufferHalfRect@@*
fun:*Blt8BPPDataTo16BPPBufferIntensity@@*
fun:*Blt8BPPDataTo16BPPBufferIntensityClip@@*
fun:*Blt8BPPDataTo16BPPBufferIntensityZ@@*
fun:*Blt8BPPDataTo16BPPBufferIntensityZClip@@*
fun:*Blt8BPPDataTo16BPPBufferIntensityZNB@@*
fun:*Blt8BPPDataTo16BPPBufferIntensityZNBClip@@*
fun:*Blt8BPPDataTo16BPPBufferMask@@*
fun:*Blt8BPPDataTo16BPPBufferMonoShadow@@*
fun:*Blt8BPPDataTo16BPPBufferMonoShadowClip@@*
fun:*Blt8BPPDataTo16BPPBufferOutline@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineClip@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineShadow@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineShadowClip@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineZ@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineZClip@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineZNB@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineZPixelateObscured@@*
fun:*Blt8BPPDataTo16BPPBufferOutlineZPixelateObscuredClip@@*
fun:*Blt8BPPDataTo16BPPBufferShadow@@*
fun:*Blt8BPPDataTo16BPPBufferShadowClip@@*
fun:*Blt8BPPDataTo16BPPBufferShadowZ@@*
fun:*Blt8BPPDataTo16BPPBufferShadowZClip@@*
fun:*Blt8BPPDataTo16BPPBufferShadowZNB@@*
fun:*Blt8BPPDataTo16BPPBufferShadowZNBClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransMirror@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadow@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowBelowOrEqualZNBClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowClipAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZ@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZClipAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNB@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBClipAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBObscured@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClipAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredTest@@*
fun:*Blt8BPPDataTo16BPPBufferTransZ@@*
fun:*Blt8BPPDataTo16BPPBufferTransZClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransZClipPixelate@@*
fun:*Blt8BPPDataTo16BPPBufferTransZClipPixelateObscured@@*
fun:*Blt8BPPDataTo16BPPBufferTransZClipTranslucent@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNB@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBClipColor@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBClipPixelate@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBClipTranslucent@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBColor@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBPixelate@@*
fun:*Blt8BPPDataTo16BPPBufferTransZNBTranslucent@@*
fun:*Blt8BPPDataTo16BPPBufferTransZPixelate@@*
fun:*Blt8BPPDataTo16BPPBufferTransZPixelateObscured@@*
fun:*Blt8BPPDataTo16BPPBufferTransZTranslucent@@*
fun:*Blt8BPPDataTo16BPPBufferTransparent@@*
fun:*Blt8BPPDataTo16BPPBufferTransparentClip@@*
fun:*Blt8BPPTo8BPP@@*
fun:*FillRect16BPP@@*
fun:*blendWithAlpha@@*
# sgp/shading.cpp
fun:*FindIndecies@@*
# TileEngine/renderworld.cpp
fun:*Blt8BPPDataTo16BPPBufferTransInvZ@@*
fun:*Blt8BPPDataTo16BPPBufferTransZIncClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransZIncClipZSameZBurnsThrough@@*
fun:*Blt8BPPDataTo16BPPBufferTransZIncObscureClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransZTransShadowIncClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransZTransShadowIncClipAlpha@@*
fun:*Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClip@@*
fun:*Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClipAlpha@@*
fun:*IsTileRedundent@@*
fun:*Zero8BPPDataTo16BPPBufferTransparent@@*
# TileEngine/Interactive Tiles.cpp
fun:*CheckVideoObjectScreenCoordinateInData@@*
# Ja2/profiler.cpp
fun:*getCPUCount@PerfManager@@*