godot/SConstruct

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#!/usr/bin/env python
from misc.utility.scons_hints import *
EnsureSConsVersion(4, 0)
EnsurePythonVersion(3, 8)
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# System
import atexit
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import glob
import os
import pickle
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import sys
import time
from collections import OrderedDict
from importlib.util import module_from_spec, spec_from_file_location
from types import ModuleType
from SCons import __version__ as scons_raw_version
# Explicitly resolve the helper modules, this is done to avoid clash with
# modules of the same name that might be randomly added (e.g. someone adding
# an `editor.py` file at the root of the module creates a clash with the editor
# folder when doing `import editor.template_builder`)
def _helper_module(name, path):
spec = spec_from_file_location(name, path)
module = module_from_spec(spec)
spec.loader.exec_module(module)
sys.modules[name] = module
# Ensure the module's parents are in loaded to avoid loading the wrong parent
# when doing "import foo.bar" while only "foo.bar" as declared as helper module
child_module = module
parent_name = name
while True:
try:
parent_name, child_name = parent_name.rsplit(".", 1)
except ValueError:
break
try:
parent_module = sys.modules[parent_name]
except KeyError:
parent_module = ModuleType(parent_name)
sys.modules[parent_name] = parent_module
setattr(parent_module, child_name, child_module)
_helper_module("gles3_builders", "gles3_builders.py")
_helper_module("glsl_builders", "glsl_builders.py")
_helper_module("methods", "methods.py")
_helper_module("platform_methods", "platform_methods.py")
_helper_module("version", "version.py")
_helper_module("core.core_builders", "core/core_builders.py")
_helper_module("main.main_builders", "main/main_builders.py")
# Local
import gles3_builders
import glsl_builders
import methods
import scu_builders
from methods import print_error, print_warning
from platform_methods import architecture_aliases, architectures, compatibility_platform_aliases
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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if ARGUMENTS.get("target", "editor") == "editor":
_helper_module("editor.editor_builders", "editor/editor_builders.py")
_helper_module("editor.template_builders", "editor/template_builders.py")
# Enable ANSI escape code support on Windows 10 and later (for colored console output).
# <https://github.com/python/cpython/issues/73245>
if sys.stdout.isatty() and sys.platform == "win32":
try:
from ctypes import WinError, byref, windll # type: ignore
from ctypes.wintypes import DWORD # type: ignore
stdout_handle = windll.kernel32.GetStdHandle(DWORD(-11))
mode = DWORD(0)
if not windll.kernel32.GetConsoleMode(stdout_handle, byref(mode)):
raise WinError()
mode = DWORD(mode.value | 4)
if not windll.kernel32.SetConsoleMode(stdout_handle, mode):
raise WinError()
except Exception as e:
methods._colorize = False
print_error(f"Failed to enable ANSI escape code support, disabling color output.\n{e}")
# Scan possible build platforms
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platform_list = [] # list of platforms
platform_opts = {} # options for each platform
platform_flags = {} # flags for each platform
platform_doc_class_path = {}
platform_exporters = []
platform_apis = []
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time_at_start = time.time()
for x in sorted(glob.glob("platform/*")):
if not os.path.isdir(x) or not os.path.exists(x + "/detect.py"):
continue
tmppath = "./" + x
sys.path.insert(0, tmppath)
import detect
# Get doc classes paths (if present)
try:
doc_classes = detect.get_doc_classes()
doc_path = detect.get_doc_path()
for c in doc_classes:
platform_doc_class_path[c] = x.replace("\\", "/") + "/" + doc_path
except Exception:
pass
platform_name = x[9:]
if os.path.exists(x + "/export/export.cpp"):
platform_exporters.append(platform_name)
if os.path.exists(x + "/api/api.cpp"):
platform_apis.append(platform_name)
if detect.can_build():
x = x.replace("platform/", "") # rest of world
x = x.replace("platform\\", "") # win32
platform_list += [x]
platform_opts[x] = detect.get_opts()
platform_flags[x] = detect.get_flags()
if isinstance(platform_flags[x], list): # backwards compatibility
platform_flags[x] = {flag[0]: flag[1] for flag in platform_flags[x]}
sys.path.remove(tmppath)
sys.modules.pop("detect")
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custom_tools = ["default"]
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platform_arg = ARGUMENTS.get("platform", ARGUMENTS.get("p", False))
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if platform_arg == "android":
custom_tools = ["clang", "clang++", "as", "ar", "link"]
elif platform_arg == "web":
# Use generic POSIX build toolchain for Emscripten.
custom_tools = ["cc", "c++", "ar", "link", "textfile", "zip"]
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elif os.name == "nt" and methods.get_cmdline_bool("use_mingw", False):
custom_tools = ["mingw"]
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# We let SCons build its default ENV as it includes OS-specific things which we don't
# want to have to pull in manually.
# Then we prepend PATH to make it take precedence, while preserving SCons' own entries.
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env = Environment(tools=custom_tools)
env.PrependENVPath("PATH", os.getenv("PATH"))
env.PrependENVPath("PKG_CONFIG_PATH", os.getenv("PKG_CONFIG_PATH"))
if "TERM" in os.environ: # Used for colored output.
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env["ENV"]["TERM"] = os.environ["TERM"]
env.disabled_modules = set()
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env.module_version_string = ""
env.msvc = False
env.scons_version = env._get_major_minor_revision(scons_raw_version)
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env.__class__.add_module_version_string = methods.add_module_version_string
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env.__class__.add_source_files = methods.add_source_files
env.__class__.use_windows_spawn_fix = methods.use_windows_spawn_fix
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env.__class__.add_shared_library = methods.add_shared_library
env.__class__.add_library = methods.add_library
env.__class__.add_program = methods.add_program
env.__class__.CommandNoCache = methods.CommandNoCache
env.__class__.Run = methods.Run
env.__class__.disable_warnings = methods.disable_warnings
env.__class__.force_optimization_on_debug = methods.force_optimization_on_debug
env.__class__.module_add_dependencies = methods.module_add_dependencies
env.__class__.module_check_dependencies = methods.module_check_dependencies
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env["x86_libtheora_opt_gcc"] = False
env["x86_libtheora_opt_vc"] = False
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# avoid issues when building with different versions of python out of the same directory
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env.SConsignFile(File("#.sconsign{0}.dblite".format(pickle.HIGHEST_PROTOCOL)).abspath)
# Build options
customs = ["custom.py"]
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profile = ARGUMENTS.get("profile", "")
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if profile:
if os.path.isfile(profile):
customs.append(profile)
elif os.path.isfile(profile + ".py"):
customs.append(profile + ".py")
2014-02-10 09:10:30 +08:00
opts = Variables(customs, ARGUMENTS)
# Target build options
if env.scons_version >= (4, 3):
opts.Add(["platform", "p"], "Target platform (%s)" % "|".join(platform_list), "")
else:
opts.Add("platform", "Target platform (%s)" % "|".join(platform_list), "")
opts.Add("p", "Alias for 'platform'", "")
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
opts.Add(EnumVariable("target", "Compilation target", "editor", ("editor", "template_release", "template_debug")))
opts.Add(EnumVariable("arch", "CPU architecture", "auto", ["auto"] + architectures, architecture_aliases))
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
opts.Add(BoolVariable("dev_build", "Developer build with dev-only debugging code (DEV_ENABLED)", False))
opts.Add(
EnumVariable(
"optimize",
"Optimization level (by default inferred from 'target' and 'dev_build')",
"auto",
("auto", "none", "custom", "debug", "speed", "speed_trace", "size"),
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
)
)
opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False))
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
opts.Add(BoolVariable("threads", "Enable threading support", True))
# Components
opts.Add(BoolVariable("deprecated", "Enable compatibility code for deprecated and removed features", True))
opts.Add(EnumVariable("precision", "Set the floating-point precision level", "single", ("single", "double")))
opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True))
opts.Add(BoolVariable("brotli", "Enable Brotli for decompresson and WOFF2 fonts support", True))
opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver on supported platforms", False))
opts.Add(BoolVariable("vulkan", "Enable the vulkan rendering driver", True))
opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 rendering driver", True))
opts.Add(BoolVariable("d3d12", "Enable the Direct3D 12 rendering driver on supported platforms", False))
opts.Add(BoolVariable("metal", "Enable the Metal rendering driver on supported platforms (Apple arm64 only)", False))
2021-12-14 09:44:12 +08:00
opts.Add(BoolVariable("openxr", "Enable the OpenXR driver", True))
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True))
opts.Add(BoolVariable("disable_exceptions", "Force disabling exception handling code", True))
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
opts.Add(BoolVariable("custom_modules_recursive", "Detect custom modules recursively for each specified path.", True))
opts.Add(BoolVariable("swappy", "Use Swappy Frame Pacing Library in Android builds.", False))
# Advanced options
opts.Add(
BoolVariable(
"dev_mode", "Alias for dev options: verbose=yes warnings=extra werror=yes tests=yes strict_checks=yes", False
)
)
opts.Add(BoolVariable("tests", "Build the unit tests", False))
opts.Add(BoolVariable("fast_unsafe", "Enable unsafe options for faster rebuilds", False))
opts.Add(BoolVariable("ninja", "Use the ninja backend for faster rebuilds", False))
opts.Add(BoolVariable("ninja_auto_run", "Run ninja automatically after generating the ninja file", True))
opts.Add("ninja_file", "Path to the generated ninja file", "build.ninja")
opts.Add(BoolVariable("compiledb", "Generate compilation DB (`compile_commands.json`) for external tools", False))
opts.Add(
"num_jobs",
"Use up to N jobs when compiling (equivalent to `-j N`). Defaults to max jobs - 1. Ignored if -j is used.",
"",
)
opts.Add(BoolVariable("verbose", "Enable verbose output for the compilation", False))
opts.Add(BoolVariable("progress", "Show a progress indicator during compilation", True))
opts.Add(EnumVariable("warnings", "Level of compilation warnings", "all", ("extra", "all", "moderate", "no")))
opts.Add(BoolVariable("werror", "Treat compiler warnings as errors", False))
opts.Add("extra_suffix", "Custom extra suffix added to the base filename of all generated binary files", "")
opts.Add("object_prefix", "Custom prefix added to the base filename of all generated object files", "")
opts.Add(BoolVariable("vsproj", "Generate a Visual Studio solution", False))
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opts.Add("vsproj_name", "Name of the Visual Studio solution", "godot")
opts.Add("import_env_vars", "A comma-separated list of environment variables to copy from the outer environment.", "")
opts.Add(BoolVariable("disable_3d", "Disable 3D nodes for a smaller executable", False))
opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and behaviors", False))
opts.Add("build_profile", "Path to a file containing a feature build profile", "")
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opts.Add(BoolVariable("modules_enabled_by_default", "If no, disable all modules except ones explicitly enabled", True))
opts.Add(BoolVariable("no_editor_splash", "Don't use the custom splash screen for the editor", True))
opts.Add(
"system_certs_path",
"Use this path as TLS certificates default for editor and Linux/BSD export templates (for package maintainers)",
"",
)
opts.Add(BoolVariable("use_precise_math_checks", "Math checks use very precise epsilon (debug option)", False))
opts.Add(BoolVariable("strict_checks", "Enforce stricter checks (debug option)", False))
opts.Add(BoolVariable("scu_build", "Use single compilation unit build", False))
opts.Add("scu_limit", "Max includes per SCU file when using scu_build (determines RAM use)", "0")
opts.Add(BoolVariable("engine_update_check", "Enable engine update checks in the Project Manager", True))
opts.Add(BoolVariable("steamapi", "Enable minimal SteamAPI integration for usage time tracking (editor only)", False))
opts.Add("cache_path", "Path to a directory where SCons cache files will be stored. No value disables the cache.", "")
opts.Add("cache_limit", "Max size (in GiB) for the SCons cache. 0 means no limit.", "0")
# Thirdparty libraries
opts.Add(BoolVariable("builtin_brotli", "Use the built-in Brotli library", True))
opts.Add(BoolVariable("builtin_certs", "Use the built-in SSL certificates bundles", True))
opts.Add(BoolVariable("builtin_clipper2", "Use the built-in Clipper2 library", True))
opts.Add(BoolVariable("builtin_embree", "Use the built-in Embree library", True))
opts.Add(BoolVariable("builtin_enet", "Use the built-in ENet library", True))
opts.Add(BoolVariable("builtin_freetype", "Use the built-in FreeType library", True))
opts.Add(BoolVariable("builtin_msdfgen", "Use the built-in MSDFgen library", True))
opts.Add(BoolVariable("builtin_glslang", "Use the built-in glslang library", True))
opts.Add(BoolVariable("builtin_graphite", "Use the built-in Graphite library", True))
opts.Add(BoolVariable("builtin_harfbuzz", "Use the built-in HarfBuzz library", True))
opts.Add(BoolVariable("builtin_icu4c", "Use the built-in ICU library", True))
opts.Add(BoolVariable("builtin_libogg", "Use the built-in libogg library", True))
opts.Add(BoolVariable("builtin_libpng", "Use the built-in libpng library", True))
opts.Add(BoolVariable("builtin_libtheora", "Use the built-in libtheora library", True))
opts.Add(BoolVariable("builtin_libvorbis", "Use the built-in libvorbis library", True))
opts.Add(BoolVariable("builtin_libwebp", "Use the built-in libwebp library", True))
opts.Add(BoolVariable("builtin_wslay", "Use the built-in wslay library", True))
opts.Add(BoolVariable("builtin_mbedtls", "Use the built-in mbedTLS library", True))
opts.Add(BoolVariable("builtin_miniupnpc", "Use the built-in miniupnpc library", True))
opts.Add(BoolVariable("builtin_openxr", "Use the built-in OpenXR library", True))
opts.Add(BoolVariable("builtin_pcre2", "Use the built-in PCRE2 library", True))
opts.Add(BoolVariable("builtin_pcre2_with_jit", "Use JIT compiler for the built-in PCRE2 library", True))
opts.Add(BoolVariable("builtin_recastnavigation", "Use the built-in Recast navigation library", True))
opts.Add(BoolVariable("builtin_rvo2_2d", "Use the built-in RVO2 2D library", True))
opts.Add(BoolVariable("builtin_rvo2_3d", "Use the built-in RVO2 3D library", True))
opts.Add(BoolVariable("builtin_xatlas", "Use the built-in xatlas library", True))
opts.Add(BoolVariable("builtin_zlib", "Use the built-in zlib library", True))
opts.Add(BoolVariable("builtin_zstd", "Use the built-in Zstd library", True))
# Compilation environment setup
# CXX, CC, and LINK directly set the equivalent `env` values (which may still
# be overridden for a specific platform), the lowercase ones are appended.
opts.Add("CXX", "C++ compiler binary")
opts.Add("CC", "C compiler binary")
opts.Add("LINK", "Linker binary")
opts.Add("cppdefines", "Custom defines for the pre-processor")
opts.Add("ccflags", "Custom flags for both the C and C++ compilers")
opts.Add("cxxflags", "Custom flags for the C++ compiler")
opts.Add("cflags", "Custom flags for the C compiler")
opts.Add("linkflags", "Custom flags for the linker")
opts.Add("asflags", "Custom flags for the assembler")
opts.Add("arflags", "Custom flags for the archive tool")
opts.Add("rcflags", "Custom flags for Windows resource compiler")
# Update the environment to have all above options defined
# in following code (especially platform and custom_modules).
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opts.Update(env)
# Setup caching logic early to catch everything.
methods.prepare_cache(env)
# Copy custom environment variables if set.
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if env["import_env_vars"]:
for env_var in str(env["import_env_vars"]).split(","):
if env_var in os.environ:
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env["ENV"][env_var] = os.environ[env_var]
# Platform selection: validate input, and add options.
if env.scons_version < (4, 3) and not env["platform"]:
env["platform"] = env["p"]
if env["platform"] == "":
# Missing `platform` argument, try to detect platform automatically
if (
sys.platform.startswith("linux")
or sys.platform.startswith("dragonfly")
or sys.platform.startswith("freebsd")
or sys.platform.startswith("netbsd")
or sys.platform.startswith("openbsd")
):
env["platform"] = "linuxbsd"
elif sys.platform == "darwin":
env["platform"] = "macos"
elif sys.platform == "win32":
env["platform"] = "windows"
if env["platform"] != "":
print(f'Automatically detected platform: {env["platform"]}')
# Deprecated aliases kept for compatibility.
if env["platform"] in compatibility_platform_aliases:
alias = env["platform"]
platform = compatibility_platform_aliases[alias]
print_warning(
f'Platform "{alias}" has been renamed to "{platform}" in Godot 4. Building for platform "{platform}".'
)
env["platform"] = platform
# Alias for convenience.
if env["platform"] in ["linux", "bsd"]:
env["platform"] = "linuxbsd"
if env["platform"] not in platform_list:
text = "The following platforms are available:\n\t{}\n".format("\n\t".join(platform_list))
text += "Please run SCons again and select a valid platform: platform=<string>."
if env["platform"] == "list":
print(text)
elif env["platform"] == "":
print_error("Could not detect platform automatically.\n" + text)
else:
print_error(f'Invalid target platform "{env["platform"]}".\n' + text)
Exit(0 if env["platform"] == "list" else 255)
# Add platform-specific options.
if env["platform"] in platform_opts:
for opt in platform_opts[env["platform"]]:
opts.Add(opt)
# Platform-specific flags.
# These can sometimes override default options, so they need to be processed
# as early as possible to ensure that we're using the correct values.
flag_list = platform_flags[env["platform"]]
for key, value in flag_list.items():
if key not in ARGUMENTS or ARGUMENTS[key] == "auto": # Allow command line to override platform flags
env[key] = value
# Update the environment to take platform-specific options into account.
opts.Update(env, {**ARGUMENTS, **env.Dictionary()})
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
# Detect modules.
modules_detected = OrderedDict()
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
module_search_paths = ["modules"] # Built-in path.
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if env["custom_modules"]:
paths = env["custom_modules"].split(",")
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
for p in paths:
try:
module_search_paths.append(methods.convert_custom_modules_path(p))
except ValueError as e:
print_error(e)
Exit(255)
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
for path in module_search_paths:
if path == "modules":
# Built-in modules don't have nested modules,
# so save the time it takes to parse directories.
modules = methods.detect_modules(path, recursive=False)
else: # Custom.
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modules = methods.detect_modules(path, env["custom_modules_recursive"])
# Provide default include path for both the custom module search `path`
# and the base directory containing custom modules, as it may be different
# from the built-in "modules" name (e.g. "custom_modules/summator/summator.h"),
# so it can be referenced simply as `#include "summator/summator.h"`
# independently of where a module is located on user's filesystem.
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env.Prepend(CPPPATH=[path, os.path.dirname(path)])
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
# Note: custom modules can override built-in ones.
modules_detected.update(modules)
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
# Add module options.
for name, path in modules_detected.items():
sys.path.insert(0, path)
import config
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if env["modules_enabled_by_default"]:
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enabled = True
try:
enabled = config.is_enabled()
except AttributeError:
pass
else:
enabled = False
opts.Add(BoolVariable("module_" + name + "_enabled", "Enable module '%s'" % (name,), enabled))
# Add module-specific options.
try:
for opt in config.get_opts(env["platform"]):
opts.Add(opt)
except AttributeError:
pass
sys.path.remove(path)
sys.modules.pop("config")
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
2024-05-03 22:44:57 +08:00
env.modules_detected = modules_detected
2014-02-10 09:10:30 +08:00
# Update the environment again after all the module options are added.
opts.Update(env, {**ARGUMENTS, **env.Dictionary()})
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Help(opts.GenerateHelpText(env))
2014-02-10 09:10:30 +08:00
# add default include paths
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env.Prepend(CPPPATH=["#"])
2014-12-28 00:42:37 +08:00
# configure ENV for platform
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env.platform_exporters = platform_exporters
env.platform_apis = platform_apis
2014-02-10 09:10:30 +08:00
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
# Configuration of build targets:
# - Editor or template
# - Debug features (DEBUG_ENABLED code)
# - Dev only code (DEV_ENABLED code)
# - Optimization level
# - Debug symbols for crash traces / debuggers
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env.editor_build = env["target"] == "editor"
env.dev_build = env["dev_build"]
env.debug_features = env["target"] in ["editor", "template_debug"]
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
if env["optimize"] == "auto":
if env.dev_build:
opt_level = "none"
elif env.debug_features:
opt_level = "speed_trace"
else: # Release
opt_level = "speed"
env["optimize"] = ARGUMENTS.get("optimize", opt_level)
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
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env["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", env.dev_build)
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
2024-04-18 01:26:20 +08:00
if env.editor_build:
env.Append(CPPDEFINES=["TOOLS_ENABLED"])
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
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if env.debug_features:
# DEBUG_ENABLED enables debugging *features* and debug-only code, which is intended
# to give *users* extra debugging information for their game development.
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env.Append(CPPDEFINES=["DEBUG_ENABLED"])
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if env.dev_build:
# DEV_ENABLED enables *engine developer* code which should only be compiled for those
# working on the engine itself.
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env.Append(CPPDEFINES=["DEV_ENABLED"])
else:
# Disable assert() for production targets (only used in thirdparty code).
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env.Append(CPPDEFINES=["NDEBUG"])
# SCons speed optimization controlled by the `fast_unsafe` option, which provide
# more than 10 s speed up for incremental rebuilds.
# Unsafe as they reduce the certainty of rebuilding all changed files, so it's
# enabled by default for `debug` builds, and can be overridden from command line.
# Ref: https://github.com/SCons/scons/wiki/GoFastButton
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if methods.get_cmdline_bool("fast_unsafe", env.dev_build):
# Renamed to `content-timestamp` in SCons >= 4.2, keeping MD5 for compat.
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env.Decider("MD5-timestamp")
env.SetOption("implicit_cache", 1)
env.SetOption("max_drift", 60)
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if env["use_precise_math_checks"]:
env.Append(CPPDEFINES=["PRECISE_MATH_CHECKS"])
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if env.editor_build:
if env["engine_update_check"]:
env.Append(CPPDEFINES=["ENGINE_UPDATE_CHECK_ENABLED"])
if not env.File("#main/splash_editor.png").exists():
# Force disabling editor splash if missing.
env["no_editor_splash"] = True
if env["no_editor_splash"]:
env.Append(CPPDEFINES=["NO_EDITOR_SPLASH"])
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if not env["deprecated"]:
env.Append(CPPDEFINES=["DISABLE_DEPRECATED"])
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if env["precision"] == "double":
env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
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tmppath = "./platform/" + env["platform"]
sys.path.insert(0, tmppath)
import detect
# Default num_jobs to local cpu count if not user specified.
# SCons has a peculiarity where user-specified options won't be overridden
# by SetOption, so we can rely on this to know if we should use our default.
initial_num_jobs = env.GetOption("num_jobs")
altered_num_jobs = initial_num_jobs + 1
env.SetOption("num_jobs", altered_num_jobs)
if env.GetOption("num_jobs") == altered_num_jobs:
num_jobs = env.get("num_jobs", "")
if str(num_jobs).isdigit() and int(num_jobs) > 0:
env.SetOption("num_jobs", num_jobs)
else:
cpu_count = os.cpu_count()
if cpu_count is None:
print_warning(
"Couldn't auto-detect CPU count to configure build parallelism. Specify it with the `-j` or `num_jobs` arguments."
)
else:
safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
print(
"Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the `-j` or `num_jobs` arguments."
% (cpu_count, safer_cpu_count)
)
env.SetOption("num_jobs", safer_cpu_count)
env.extra_suffix = ""
if env["extra_suffix"] != "":
env.extra_suffix += "." + env["extra_suffix"]
# Environment flags
env.Append(CPPDEFINES=env.get("cppdefines", "").split())
env.Append(CCFLAGS=env.get("ccflags", "").split())
env.Append(CXXFLAGS=env.get("cxxflags", "").split())
env.Append(CFLAGS=env.get("cflags", "").split())
env.Append(LINKFLAGS=env.get("linkflags", "").split())
env.Append(ASFLAGS=env.get("asflags", "").split())
env.Append(ARFLAGS=env.get("arflags", "").split())
env.Append(RCFLAGS=env.get("rcflags", "").split())
# Feature build profile
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env.disabled_classes = []
if env["build_profile"] != "":
print('Using feature build profile: "{}"'.format(env["build_profile"]))
import json
try:
ft = json.load(open(env["build_profile"], "r", encoding="utf-8"))
if "disabled_classes" in ft:
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env.disabled_classes = ft["disabled_classes"]
if "disabled_build_options" in ft:
dbo = ft["disabled_build_options"]
for c in dbo:
env[c] = dbo[c]
except json.JSONDecodeError:
print_error('Failed to open feature build profile: "{}"'.format(env["build_profile"]))
Exit(255)
# 'dev_mode' and 'production' are aliases to set default options if they haven't been
# set manually by the user.
if env["dev_mode"]:
env["verbose"] = methods.get_cmdline_bool("verbose", True)
env["warnings"] = ARGUMENTS.get("warnings", "extra")
env["werror"] = methods.get_cmdline_bool("werror", True)
env["tests"] = methods.get_cmdline_bool("tests", True)
env["strict_checks"] = methods.get_cmdline_bool("strict_checks", True)
if env["production"]:
env["use_static_cpp"] = methods.get_cmdline_bool("use_static_cpp", True)
env["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", False)
if platform_arg == "android":
env["swappy"] = methods.get_cmdline_bool("swappy", True)
# LTO "auto" means we handle the preferred option in each platform detect.py.
env["lto"] = ARGUMENTS.get("lto", "auto")
if env["strict_checks"]:
env.Append(CPPDEFINES=["STRICT_CHECKS"])
# Run SCU file generation script if in a SCU build.
if env["scu_build"]:
max_includes_per_scu = 8
if env.dev_build:
max_includes_per_scu = 1024
read_scu_limit = int(env["scu_limit"])
read_scu_limit = max(0, min(read_scu_limit, 1024))
if read_scu_limit != 0:
max_includes_per_scu = read_scu_limit
methods.set_scu_folders(scu_builders.generate_scu_files(max_includes_per_scu))
# Must happen after the flags' definition, as configure is when most flags
# are actually handled to change compile options, etc.
detect.configure(env)
print(f'Building for platform "{env["platform"]}", architecture "{env["arch"]}", target "{env["target"]}".')
if env.dev_build:
print("NOTE: Developer build, with debug optimization level and debug symbols (unless overridden).")
# Enforce our minimal compiler version requirements
cc_version = methods.get_compiler_version(env)
cc_version_major = cc_version["major"]
cc_version_minor = cc_version["minor"]
cc_version_metadata1 = cc_version["metadata1"]
if cc_version_major == -1:
print_warning(
"Couldn't detect compiler version, skipping version checks. "
"Build may fail if the compiler doesn't support C++17 fully."
)
elif methods.using_gcc(env):
if cc_version_major < 9:
print_error(
"Detected GCC version older than 9, which does not fully support "
"C++17, or has bugs when compiling Godot. Supported versions are 9 "
"and later. Use a newer GCC version, or Clang 6 or later by passing "
'"use_llvm=yes" to the SCons command line.'
)
Exit(255)
elif cc_version_metadata1 == "win32":
print_error(
"Detected mingw version is not using posix threads. Only posix "
"version of mingw is supported. "
'Use "update-alternatives --config x86_64-w64-mingw32-g++" '
"to switch to posix threads."
)
Exit(255)
elif methods.using_clang(env):
# Apple LLVM versions differ from upstream LLVM version \o/, compare
# in https://en.wikipedia.org/wiki/Xcode#Toolchain_versions
if methods.is_apple_clang(env):
if cc_version_major < 10:
print_error(
"Detected Apple Clang version older than 10, which does not fully "
"support C++17. Supported versions are Apple Clang 10 and later."
)
Exit(255)
elif env["debug_paths_relative"] and cc_version_major < 12:
print_warning(
"Apple Clang < 12 doesn't support -ffile-prefix-map, disabling `debug_paths_relative` option."
)
env["debug_paths_relative"] = False
else:
if cc_version_major < 6:
print_error(
"Detected Clang version older than 6, which does not fully support "
"C++17. Supported versions are Clang 6 and later."
)
Exit(255)
elif env["debug_paths_relative"] and cc_version_major < 10:
print_warning("Clang < 10 doesn't support -ffile-prefix-map, disabling `debug_paths_relative` option.")
env["debug_paths_relative"] = False
elif env.msvc:
# Ensure latest minor builds of Visual Studio 2017/2019.
# https://github.com/godotengine/godot/pull/94995#issuecomment-2336464574
if cc_version_major == 16 and cc_version_minor < 11:
print_error(
"Detected Visual Studio 2019 version older than 16.11, which has bugs "
"when compiling Godot. Use a newer VS2019 version, or VS2022."
)
Exit(255)
if cc_version_major == 15 and cc_version_minor < 9:
print_error(
"Detected Visual Studio 2017 version older than 15.9, which has bugs "
"when compiling Godot. Use a newer VS2017 version, or VS2019/VS2022."
)
Exit(255)
if cc_version_major < 15:
print_error(
"Detected Visual Studio 2015 or earlier, which is unsupported in Godot. "
"Supported versions are Visual Studio 2017 and later."
)
Exit(255)
# Set optimize and debug_symbols flags.
# "custom" means do nothing and let users set their own optimization flags.
# Needs to happen after configure to have `env.msvc` defined.
if env.msvc:
if env["debug_symbols"]:
env.Append(CCFLAGS=["/Zi", "/FS"])
env.Append(LINKFLAGS=["/DEBUG:FULL"])
else:
env.Append(LINKFLAGS=["/DEBUG:NONE"])
if env["optimize"].startswith("speed"):
env.Append(CCFLAGS=["/O2"])
env.Append(LINKFLAGS=["/OPT:REF"])
if env["optimize"] == "speed_trace":
env.Append(LINKFLAGS=["/OPT:NOICF"])
elif env["optimize"] == "size":
env.Append(CCFLAGS=["/O1"])
env.Append(LINKFLAGS=["/OPT:REF"])
elif env["optimize"] == "debug" or env["optimize"] == "none":
env.Append(CCFLAGS=["/Od"])
else:
if env["debug_symbols"]:
# Adding dwarf-4 explicitly makes stacktraces work with clang builds,
# otherwise addr2line doesn't understand them
env.Append(CCFLAGS=["-gdwarf-4"])
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if methods.using_emcc(env):
# Emscripten only produces dwarf symbols when using "-g3".
env.Append(CCFLAGS=["-g3"])
# Emscripten linker needs debug symbols options too.
env.Append(LINKFLAGS=["-gdwarf-4"])
env.Append(LINKFLAGS=["-g3"])
elif env.dev_build:
env.Append(CCFLAGS=["-g3"])
else:
env.Append(CCFLAGS=["-g2"])
if env["debug_paths_relative"]:
# Remap absolute paths to relative paths for debug symbols.
project_path = Dir("#").abspath
env.Append(CCFLAGS=[f"-ffile-prefix-map={project_path}=."])
else:
if methods.is_apple_clang(env):
# Apple Clang, its linker doesn't like -s.
env.Append(LINKFLAGS=["-Wl,-S", "-Wl,-x", "-Wl,-dead_strip"])
else:
env.Append(LINKFLAGS=["-s"])
# Linker needs optimization flags too, at least for Emscripten.
# For other toolchains, this _may_ be useful for LTO too to disambiguate.
if env["optimize"] == "speed":
env.Append(CCFLAGS=["-O3"])
env.Append(LINKFLAGS=["-O3"])
# `-O2` is friendlier to debuggers than `-O3`, leading to better crash backtraces.
elif env["optimize"] == "speed_trace":
env.Append(CCFLAGS=["-O2"])
env.Append(LINKFLAGS=["-O2"])
elif env["optimize"] == "size":
env.Append(CCFLAGS=["-Os"])
env.Append(LINKFLAGS=["-Os"])
elif env["optimize"] == "debug":
env.Append(CCFLAGS=["-Og"])
env.Append(LINKFLAGS=["-Og"])
elif env["optimize"] == "none":
env.Append(CCFLAGS=["-O0"])
env.Append(LINKFLAGS=["-O0"])
# Needs to happen after configure to handle "auto".
if env["lto"] != "none":
print("Using LTO: " + env["lto"])
# Set our C and C++ standard requirements.
# C++17 is required as we need guaranteed copy elision as per GH-36436.
# Prepending to make it possible to override.
# This needs to come after `configure`, otherwise we don't have env.msvc.
if not env.msvc:
# Specifying GNU extensions support explicitly, which are supported by
2024-09-30 00:23:24 +08:00
# both GCC and Clang. Both currently default to gnu17 and gnu++17.
env.Prepend(CFLAGS=["-std=gnu17"])
env.Prepend(CXXFLAGS=["-std=gnu++17"])
else:
# MSVC started offering C standard support with Visual Studio 2019 16.8, which covers all
# of our supported VS2019 & VS2022 versions; VS2017 will only pass the C++ standard.
env.Prepend(CXXFLAGS=["/std:c++17"])
if cc_version_major < 16:
print_warning("Visual Studio 2017 cannot specify a C-Standard.")
else:
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env.Prepend(CFLAGS=["/std:c17"])
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# MSVC is non-conforming with the C++ standard by default, so we enable more conformance.
# Note that this is still not complete conformance, as certain Windows-related headers
# don't compile under complete conformance.
env.Prepend(CCFLAGS=["/permissive-"])
# Allow use of `__cplusplus` macro to determine C++ standard universally.
env.Prepend(CXXFLAGS=["/Zc:__cplusplus"])
# Disable exception handling. Godot doesn't use exceptions anywhere, and this
# saves around 20% of binary size and very significant build time (GH-80513).
if env["disable_exceptions"]:
if env.msvc:
env.Append(CPPDEFINES=[("_HAS_EXCEPTIONS", 0)])
else:
env.Append(CXXFLAGS=["-fno-exceptions"])
elif env.msvc:
env.Append(CXXFLAGS=["/EHsc"])
# Configure compiler warnings
if env.msvc and not methods.using_clang(env): # MSVC
if env["warnings"] == "no":
env.Append(CCFLAGS=["/w"])
else:
if env["warnings"] == "extra":
env.Append(CCFLAGS=["/W4"])
elif env["warnings"] == "all":
# C4458 is like -Wshadow. Part of /W4 but let's apply it for the default /W3 too.
env.Append(CCFLAGS=["/W3", "/w34458"])
elif env["warnings"] == "moderate":
env.Append(CCFLAGS=["/W2"])
# Disable warnings which we don't plan to fix.
env.Append(
CCFLAGS=[
"/wd4100", # C4100 (unreferenced formal parameter): Doesn't play nice with polymorphism.
"/wd4127", # C4127 (conditional expression is constant)
"/wd4201", # C4201 (non-standard nameless struct/union): Only relevant for C89.
"/wd4244", # C4244 C4245 C4267 (narrowing conversions): Unavoidable at this scale.
"/wd4245",
"/wd4267",
"/wd4305", # C4305 (truncation): double to float or real_t, too hard to avoid.
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"/wd4324", # C4820 (structure was padded due to alignment specifier)
"/wd4514", # C4514 (unreferenced inline function has been removed)
"/wd4714", # C4714 (function marked as __forceinline not inlined)
"/wd4820", # C4820 (padding added after construct)
]
)
if env["werror"]:
env.Append(CCFLAGS=["/WX"])
env.Append(LINKFLAGS=["/WX"])
else: # GCC, Clang
common_warnings = []
if methods.using_gcc(env):
common_warnings += ["-Wshadow", "-Wno-misleading-indentation"]
if cc_version_major == 7: # Bogus warning fixed in 8+.
common_warnings += ["-Wno-strict-overflow"]
if cc_version_major < 11:
# Regression in GCC 9/10, spams so much in our variadic templates
# that we need to outright disable it.
common_warnings += ["-Wno-type-limits"]
if cc_version_major >= 12: # False positives in our error macros, see GH-58747.
common_warnings += ["-Wno-return-type"]
elif methods.using_clang(env) or methods.using_emcc(env):
common_warnings += ["-Wshadow-field-in-constructor", "-Wshadow-uncaptured-local"]
# We often implement `operator<` for structs of pointers as a requirement
# for putting them in `Set` or `Map`. We don't mind about unreliable ordering.
common_warnings += ["-Wno-ordered-compare-function-pointers"]
# clang-cl will interpret `-Wall` as `-Weverything`, workaround with compatibility cast
W_ALL = "-Wall" if not env.msvc else "-W3"
if env["warnings"] == "extra":
env.Append(CCFLAGS=[W_ALL, "-Wextra", "-Wwrite-strings", "-Wno-unused-parameter"] + common_warnings)
env.Append(CXXFLAGS=["-Wctor-dtor-privacy", "-Wnon-virtual-dtor"])
if methods.using_gcc(env):
env.Append(
CCFLAGS=[
"-Walloc-zero",
"-Wduplicated-branches",
"-Wduplicated-cond",
"-Wstringop-overflow=4",
]
)
env.Append(CXXFLAGS=["-Wplacement-new=1"])
# Need to fix a warning with AudioServer lambdas before enabling.
# if cc_version_major != 9: # GCC 9 had a regression (GH-36325).
# env.Append(CXXFLAGS=["-Wnoexcept"])
if cc_version_major >= 9:
env.Append(CCFLAGS=["-Wattribute-alias=2"])
if cc_version_major >= 11: # Broke on MethodBind templates before GCC 11.
env.Append(CCFLAGS=["-Wlogical-op"])
elif methods.using_clang(env) or methods.using_emcc(env):
env.Append(CCFLAGS=["-Wimplicit-fallthrough"])
elif env["warnings"] == "all":
env.Append(CCFLAGS=[W_ALL] + common_warnings)
elif env["warnings"] == "moderate":
env.Append(CCFLAGS=[W_ALL, "-Wno-unused"] + common_warnings)
else: # 'no'
env.Append(CCFLAGS=["-w"])
if env["werror"]:
env.Append(CCFLAGS=["-Werror"])
if hasattr(detect, "get_program_suffix"):
suffix = "." + detect.get_program_suffix()
else:
suffix = "." + env["platform"]
suffix += "." + env["target"]
if env.dev_build:
suffix += ".dev"
2024-04-18 01:26:20 +08:00
if env["precision"] == "double":
suffix += ".double"
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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suffix += "." + env["arch"]
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if not env["threads"]:
suffix += ".nothreads"
suffix += env.extra_suffix
sys.path.remove(tmppath)
sys.modules.pop("detect")
modules_enabled = OrderedDict()
env.module_dependencies = {}
env.module_icons_paths = []
env.doc_class_path = platform_doc_class_path
for name, path in modules_detected.items():
if not env["module_" + name + "_enabled"]:
continue
sys.path.insert(0, path)
env.current_module = name
import config
if config.can_build(env, env["platform"]):
# Disable it if a required dependency is missing.
if not env.module_check_dependencies(name):
continue
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
config.configure(env)
# Get doc classes paths (if present)
try:
doc_classes = config.get_doc_classes()
doc_path = config.get_doc_path()
for c in doc_classes:
env.doc_class_path[c] = path + "/" + doc_path
except Exception:
pass
# Get icon paths (if present)
try:
icons_path = config.get_icons_path()
env.module_icons_paths.append(path + "/" + icons_path)
except Exception:
# Default path for module icons
env.module_icons_paths.append(path + "/" + "icons")
modules_enabled[name] = path
sys.path.remove(path)
sys.modules.pop("config")
env.module_list = modules_enabled
methods.sort_module_list(env)
if env.editor_build:
# Add editor-specific dependencies to the dependency graph.
env.module_add_dependencies("editor", ["freetype", "svg"])
# And check if they are met.
if not env.module_check_dependencies("editor"):
print_error("Not all modules required by editor builds are enabled.")
Exit(255)
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env.version_info = methods.get_version_info(env.module_version_string)
env["PROGSUFFIX_WRAP"] = suffix + env.module_version_string + ".console" + env["PROGSUFFIX"]
env["PROGSUFFIX"] = suffix + env.module_version_string + env["PROGSUFFIX"]
env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
# (SH)LIBSUFFIX will be used for our own built libraries
# LIBSUFFIXES contains LIBSUFFIX and SHLIBSUFFIX by default,
# so we need to append the default suffixes to keep the ability
# to link against thirdparty libraries (.a, .so, .lib, etc.).
if os.name == "nt":
# On Windows, only static libraries and import libraries can be
# statically linked - both using .lib extension
env["LIBSUFFIXES"] += [env["LIBSUFFIX"]]
else:
env["LIBSUFFIXES"] += [env["LIBSUFFIX"], env["SHLIBSUFFIX"]]
env["LIBSUFFIX"] = suffix + env["LIBSUFFIX"]
env["SHLIBSUFFIX"] = suffix + env["SHLIBSUFFIX"]
env["OBJPREFIX"] = env["object_prefix"]
env["SHOBJPREFIX"] = env["object_prefix"]
if env["disable_3d"]:
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-22 14:28:55 +08:00
if env.editor_build:
print_error("Build option `disable_3d=yes` cannot be used for editor builds, only for export template builds.")
Exit(255)
else:
env.Append(CPPDEFINES=["_3D_DISABLED"])
if env["disable_advanced_gui"]:
if env.editor_build:
print_error(
"Build option `disable_advanced_gui=yes` cannot be used for editor builds, "
"only for export template builds."
)
Exit(255)
else:
env.Append(CPPDEFINES=["ADVANCED_GUI_DISABLED"])
if env["minizip"]:
env.Append(CPPDEFINES=["MINIZIP_ENABLED"])
if env["brotli"]:
env.Append(CPPDEFINES=["BROTLI_ENABLED"])
if not env["verbose"]:
methods.no_verbose(env)
GLSL_BUILDERS = {
"RD_GLSL": env.Builder(
action=env.Run(glsl_builders.build_rd_headers),
suffix="glsl.gen.h",
src_suffix=".glsl",
),
"GLSL_HEADER": env.Builder(
action=env.Run(glsl_builders.build_raw_headers),
suffix="glsl.gen.h",
src_suffix=".glsl",
),
"GLES3_GLSL": env.Builder(
action=env.Run(gles3_builders.build_gles3_headers),
suffix="glsl.gen.h",
src_suffix=".glsl",
),
}
env.Append(BUILDERS=GLSL_BUILDERS)
if env["compiledb"]:
env.Tool("compilation_db")
env.Alias("compiledb", env.CompilationDatabase())
if env["ninja"]:
if env.scons_version < (4, 2, 0):
print_error("The `ninja=yes` option requires SCons 4.2 or later, but your version is %s." % scons_raw_version)
Exit(255)
SetOption("experimental", "ninja")
env["NINJA_FILE_NAME"] = env["ninja_file"]
env["NINJA_DISABLE_AUTO_RUN"] = not env["ninja_auto_run"]
env.Tool("ninja", "build.ninja")
# Threads
if env["threads"]:
env.Append(CPPDEFINES=["THREADS_ENABLED"])
# Build subdirs, the build order is dependent on link order.
Export("env")
SConscript("core/SCsub")
SConscript("servers/SCsub")
SConscript("scene/SCsub")
if env.editor_build:
SConscript("editor/SCsub")
SConscript("drivers/SCsub")
SConscript("platform/SCsub")
SConscript("modules/SCsub")
if env["tests"]:
SConscript("tests/SCsub")
SConscript("main/SCsub")
SConscript("platform/" + env["platform"] + "/SCsub") # Build selected platform.
# Microsoft Visual Studio Project Generation
if env["vsproj"]:
2024-06-30 01:55:09 +08:00
methods.generate_cpp_hint_file("cpp.hint")
env["CPPPATH"] = [Dir(path) for path in env["CPPPATH"]]
methods.generate_vs_project(env, ARGUMENTS, env["vsproj_name"])
# Check for the existence of headers
conf = Configure(env)
if "check_c_headers" in env:
headers = env["check_c_headers"]
for header in headers:
if conf.CheckCHeader(header):
env.AppendUnique(CPPDEFINES=[headers[header]])
methods.show_progress(env)
# TODO: replace this with `env.Dump(format="json")`
# once we start requiring SCons 4.0 as min version.
methods.dump(env)
def print_elapsed_time():
elapsed_time_sec = round(time.time() - time_at_start, 2)
time_centiseconds = round((elapsed_time_sec % 1) * 100)
print(
"{}[Time elapsed: {}.{:02}]{}".format(
methods.ANSI.GRAY,
time.strftime("%H:%M:%S", time.gmtime(elapsed_time_sec)),
time_centiseconds,
methods.ANSI.RESET,
)
)
atexit.register(print_elapsed_time)
def purge_flaky_files():
paths_to_keep = ["build.ninja"]
for build_failure in GetBuildFailures():
path = build_failure.node.path
if os.path.isfile(path) and path not in paths_to_keep:
os.remove(path)
atexit.register(purge_flaky_files)